10,611 Commits over 4,413 Days - 0.10cph!
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
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