10,832 Commits over 3,867 Days - 0.12cph!
Added rotation to test platform entity
Fixed player controls being wrong when parent rotates
Added parenting trigger
Added hovering test platform entity
Player movement supports parenting
Network lerp supports parenting
Fixed loot progress icon staying visible after exiting and re-entering container (RUST-191)
Subtracting
28525 (LightmapSettingsManager::CheckSettingsConsistency crash)
Merge from unity_2018.2.7
Reapplying changes from unity_2018.2.0 branch
Fixed uneven camera movement due to Unity's rigidbody interpolation
Disabled graphics jobs on staging for side by side comparison with release
Fixed missing billboard on oak_e
Fixed blueprint icon sometimes being incorrect in loot UI
ai.move is false by default in the editor
Fixed missing billboard on oak_e_trundra (missing files)
Cherry picking
28293 &
28294
Also fixed missing billboard on oak_e_trundra
Added "Max Tree Meshes" slider to graphics options
Fixed legacy skins occasionally not displaying correctly (RUST-17)
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Re-added Y axis camera movement smoothing
Some tweaks for camera movement inbetween physics frames
Added camera movement inbetween physics frames (test)
Cherry picking
28408 (Network++ & Save++)
Removed Y axis camera movement smoothing (test)
Give up when no valid ocean patrol path has been found after
100000 iterations (instead of stalling the server forever)
Added ladder trigger prefab for Rust.World
Attempt to make action caching suck less
Fixed skins occasionally not displaying correctly (RUST-17)
Updated Facepunch.System memory pool to latest version
Cleaned up plugins folder
Slightly faster tree mesh sort
Tweaked LOD cell distance mode switching
Force rebuild of tree mesh count when doing full LOD refresh (i.e. when changing convars)
Fixed vending machine loot panel pooling errors
Fixed workbench panel not refreshing when taken from pool
Optimized LOD refresh by using cell distance instead of object distance when far away
Optimized tree.meshes by only doing the full refresh when needed and removing redundant work
Removed duplicate tree imposter update in LOD refresh
Fixed enforced tree mesh count not resetting when changing tree.meshes back to 0
Disabled "MoveToContainer failed!" message
Fixed serialization fuckup in MotorRowboat that could cause an NRE when switching CLIENT / SERVER in the editor
Added tree.meshes convar (limits the number of tree meshes to render, disabled by default pending testing in standalone)
Fixed repair bench UI pooling issues
Update lootpanel prefab scene
Prefab pool warmup tweaks