10,528 Commits over 4,201 Days - 0.10cph!
    
    
    
        
        
        
            
            
            
                
                Foliage system optimizations
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed possible race condition in renderer / collider batch threading
Optimized all batch refreshes
Cleanup
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Mesh batching includes vertex color data
 
                
                
                
                
                
             
         
        
            
            
            
                
                Overgrowth material uses foliage shader
 
                
                
                
                
                
             
         
        
            
            
            
                
                Moved displacement sampling to common foliage shader include
Added temporary displacement to foliage shader
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                CraggyIsland foliage test
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed collider lookup table on batched colliders
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cherry picked batching optimizations from foliage_system branch
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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                Fixed collider batching issue
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed issues with batched LODs getting randomly stuck
 
                
                
                
                
                
             
         
        
            
            
            
                
                CodeGen (client compile fix)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Convars to toggle batching threading
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed race condition in mesh batch threading
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added convars to toggle "immediate invalidate" feature on batching systems
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Vis double checks collider enabled state
 
                
                
                
                
                
             
         
        
            
            
            
                
                Batching cleanup and fixes
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Recalculated Jack O Lantern entity bounds (RUST-1571)
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Added editor-only destroy hack (destroys a bunch of entities around you for testing purposes)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed batching issue with entities that are both pooled and skinned
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Log warning when normals / tangents of mesh are not matching
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed rare mesh flickering when switching LODs while batched
 
                
                
                
                
                
             
         
        
            
            
            
                
                Silently skip normals / tangents / colors if a mesh in a batch does not have them
GC optimizations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed some doors being invisible when moving for the first time after joining a server
 
                
                
                
                
                
             
         
        
            
            
            
                
                MeshData utilizes memory pool
 
                
                
                
                
                
             
         
        
            
            
            
                
                Batching optimizations and fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Better load balancing for batching tasks that cannot be threaded
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reverting to old non-multithreaded batching for the patch (too risky)
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                DebugSkin bundle (RUST-1556 maybe?)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Re-saving DebugSkin (updated serialization layout, RUST-1556 maybe?)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added MaxSpawnDistance to all impact effects and decals