10,480 Commits over 4,171 Days - 0.10cph!
Re-saving DebugSkin (updated serialization layout, RUST-1556 maybe?)
Added MaxSpawnDistance to all impact effects and decals
Removed broken water impacts
Subtracting
19287 (alexrehberg)
Debug hurt command takes hit bone as optional parameter
Subtracting
19330 (alexrehberg)
Refactoring, making everything less insane
ListHashSet has Clear and AddRange methods
Foliage seed is stored on the cell
More granular time slicing for work on the main thread
Don't start refresh coroutines until RefreshAll is called
Tweaked default batching params
Merge from dungeon_art_4 (please no longer commit to that branch paroxum / damian)
Correct batching script on overgrowth prefabs
Re-added monument name phrases and enabled map labels
Fixed some monument layers
Updated warehouse monument topology (river issues)
Removed terrain adjustment padding from prefab scenes (added to radius)
Removed from script as well
Increased nobuild zone around trainyard
More tarrain checks for military tunnel monument
Fixed terrain placement of power substations not being applied
Fixed rotation of roadside electrical boxes
Some prefab auto-disables
Tweaked power substation terrain adjustments
Clear old maps from cache when world version is incremented
Enabled splat transfer on cave_large_hard (fixes terrain hole that's overgrown with grass)
Merging multithreaded batching
Fixed colliders not batching on server load
Fixed clientside exception
Increased min distance between caves (more space between their nobuild volumes)
Don't place prefab mountains on maps that are smaller than 3000x3000