10,480 Commits over 4,171 Days - 0.10cph!
Skin texture cache is now implemented in native code (GC free)
Skin texture cache read and write are running in a thread (no longer stalls when disk is busy)
Updated plugins (Rust.Global & Rust.Workshop)
Merge from skin_cache_native
Retiring DX9 (OpenGL fallback)
Additional profiling in DownloadAndApplyWorkshopSkin
Convar to toggle the item skin cache
EAC update (fix for "EAC Disconnected")
Beautified skinnable loading API
Deleted obsolete "wooden logs" loading steps from procedural map
Biome textures for all mountain prefabs
Splat texture for mountain 5
Spawn mountains after all terrain maps have been generated
Re-exported mountain biome textures
Updated biome map auto bake (now splat based)
Updated terrain splat transfer (better blending)
Implemented mountain biome map transfer
Updated mountain placement biome filter
Updated mountain biome maps
Updated mountain placement topology filter
Can once again paint terrain in play mode in the editor
Added sysuid console command (prints unique device identifier)
Removed renderer_invalidate and collider_invalidate batching convars
Temp fix for DrawMeshInstanced ArgumentOutOfRangeException from FoliageDisplacementManager
Don't load skins into RAM with itemskins 0
Enabled entity pooling on ore hotspots
Disabled entity pooling on ore hotspots (SimpleFlare clusterfuck)
AsyncTerrainNavMeshBake for Pål
Removed some 32bit specific code
No longer save assetwarmup and prefabwarmup convars (should always be enabled, only use for debugging)
Excluding some prefabs from asset warmup since they're not always required and will be loaded later when loading the map
Adjusted texture resolution curve on the various quality presets, let's see how this looks
Removed spawnable component from radtown ores