10,657 Commits over 4,536 Days - 0.10cph!
Military tunnel topology tweak (RUST-1516, RUST-1580)
Always enable prefab pool / prefab info debug modes in the editor
Doubled floor spike health (meh, I know)
Restored light fume particle effect material
Restored stone world model material (was referencing stuff from the old Hapis tunnels)
Prefab preprocessing fixes (RUST-1463, RUST-1664)
Sanity checks when retrieving next position from NavAgent
Touching the stone worldmodel material
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Re-enabled moon phases as they were accidentally disabled
Fixed vending machine entity having itself as a child object (lolwut?)
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Let's delete these third party assets and see what happens
Fixed fucked up viewmodel flickering when spamming RMB
Fixed viewmodel going crazy when ADS immediately after weapon deploy
Forgot to save after adding a comment
Small tweaks to the small clutter rock scales
Added maxpeerspersecond client convar (counteracts P2P packet flooding)
Optimized BasePlayer.Find_Clientside / FindByID_Clientside / RegisterForVisibility / UnregisterFromVisibility / ClearVisibility
Adjusted maxrpcspersecond default value
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Optimized Anisotropic Filtering and Trilinear Filtering settings on workshop skins (perf)
No longer globally force the minimum AF setting on all textures, only limit the maximum instead (perf)
Added decal.clear console command
Added instancing support to deferred decals (still testing, disabled by default)
Added decal.instancing, decal.limit and decal.capacity convars
Silenced TrackIR error when DLL was not found even though it exists in the registry
Fixed item info showing up as null when destroying world items due to invalid position
Added transform caching to decals
Optimized decal command buffer refresh
Enabled decal instancing by default
All BatchKey structs now implement IEquatable (eliminates GC when used as key in dictionary)
Merge from decal_instancing
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Removing fucked component reference from server.prefab