10,547 Commits over 4,324 Days - 0.10cph!
Fixed NRE when opening workshop from main menu without having joined a server
Subtracting all AI experiments
Foliage displacement can select whether or not to render as a billboard on the component
Foliage displacement no longer creates a second camera (eliminates all overhead)
Added TerrainMap.ForEachParallel (parallel software rasterizer)
Enabled mountain splat transfer
Optimized monument and mountain terrain data transfers
Parallelized monument and mountain terrain data transfers
Cherry picking
21682 (Parallel.Call) to avoid future merge conflicts in Facepunch.UnityEngine
Fixed FoliageDisplacementManager calling Camera.Render
TerrainMap.ForEachParallel fix
Water no longer spawns a world model when dropped out of its item container
Optimized effect dictionary creation by including the data pre-sorted in the game manifest (eliminates various stutters caused by effect spawns)
Merge from ore_nodes
Network++
Subtracting new ore nodes
Network++
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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)