11,009 Commits over 4,048 Days - 0.11cph!
Extension method / utility class cleanup
status console command should never crash
First OOM exception also has the OOM tag set
Dump contains number of batched colliders
Added batching.status console command
Run GC before the loading screen disappears (join, respawn)
Effect changes compile fix
Spawning effects with DecalRecycle is also okay (not just EffectRecycle)
fireballs use proper sound balancing (no dynamic memory allocations, no physics calls, better performance)
Fixed warning in Gib class
Merge from collider-batching (beware dev servers, hide yo savegame backups)
Pool allocator clear resets allocation counters
Pool allocator improvements
Batch all colliders after loading a save
Reenable child collider when it leaves a collider batch
Cleaned up gib spawning mess (made gibs bypass prefab preprocessing and caused huge effect spam)
Switch to non-batched colliders when a collider is destroyed (until the next batching update has been processed)
Added proper AI obstacles to building pieces
GameTrace uses pool allocator lists instead of lambdas
RaycastHit batched collider extension methods never return null
GameTrace samples terrain splat materials
HitInfo has GetEntity extension method that resolves batched colliders
GameTrace resolves batched colliders
Don't reallocate player lists every frame in PatrolHelicopterAI
Clamp graphics.af between 1 and 16
Collider batches cache their member's bounds, use them for closest point checks (fixes stability issue)
Added Vis class for spatial entity, collider and component queries
Added PoolAllocator (only supports lists for now)
Added deploy volume that uses the entity bounds for its placement check
Added line of sight, closest point, distance and squared distance getters to BaseEntity (OBB-based)
Added shaderwarmup convar (run with -shaderwarmup 0 to disable it)
Renamed warmupmode convar to assetwarmup (now only affects asset warmup, not shader warmup)
Fixed LitSmokeEmissiveFlame shader compile error on OSX
Added out-of-memory tag to remote logging (to identify issues that follow OOM)
Fixed gUserMinAniso < 1 occurences
Added socket back to survey_crater_oil (cc Scott, I think)
Fixed mushroom / hemp pickup effect having pebble particles
Fixed performance tracking prefab not being spawned in the editor
Fixed some decal projection distances
Rust.Application.isLoading is true when the map is loading
Rust.Application.isLoadingSave is true whenever a save is loading
Metal and stone barricades can no longer easily be destroyed with arrows
Fixed deploy volumes of all external walls being far too small
Process all deferred actions in FinishedLoadingRoutine
Temp metal bullet decal Z fighting fix