9,575 Commits over 4,444 Days - 0.09cph!
Process all deferred actions in FinishedLoadingRoutine
Fixed deploy volumes of all external walls being far too small
Metal and stone barricades can no longer easily be destroyed with arrows
Rust.Application.isLoading is true when the map is loading
Rust.Application.isLoadingSave is true whenever a save is loading
Fixed some decal projection distances
Fixed performance tracking prefab not being spawned in the editor
Fixed mushroom / hemp pickup effect having pebble particles
Added socket back to survey_crater_oil (cc Scott, I think)
Fixed gUserMinAniso < 1 occurences
Added out-of-memory tag to remote logging (to identify issues that follow OOM)
Fixed LitSmokeEmissiveFlame shader compile error on OSX
Added shaderwarmup convar (run with -shaderwarmup 0 to disable it)
Renamed warmupmode convar to assetwarmup (now only affects asset warmup, not shader warmup)
Added line of sight, closest point, distance and squared distance getters to BaseEntity (OBB-based)
Added deploy volume that uses the entity bounds for its placement check
Added Vis class for spatial entity, collider and component queries
Added PoolAllocator (only supports lists for now)
Collider batches cache their member's bounds, use them for closest point checks (fixes stability issue)
Clamp graphics.af between 1 and 16
Don't reallocate player lists every frame in PatrolHelicopterAI
GameTrace resolves batched colliders
HitInfo has GetEntity extension method that resolves batched colliders
GameTrace samples terrain splat materials
GameTrace uses pool allocator lists instead of lambdas
RaycastHit batched collider extension methods never return null
Added proper AI obstacles to building pieces
Switch to non-batched colliders when a collider is destroyed (until the next batching update has been processed)
Cleaned up gib spawning mess (made gibs bypass prefab preprocessing and caused huge effect spam)
Reenable child collider when it leaves a collider batch
Batch all colliders after loading a save
Pool allocator improvements
Pool allocator clear resets allocation counters
Merge from collider-batching (beware dev servers, hide yo savegame backups)
Fixed warning in Gib class
fireballs use proper sound balancing (no dynamic memory allocations, no physics calls, better performance)
Effect changes compile fix
Spawning effects with DecalRecycle is also okay (not just EffectRecycle)
Run GC before the loading screen disappears (join, respawn)
Dump contains number of batched colliders
Added batching.status console command
First OOM exception also has the OOM tag set
status console command should never crash
Extension method / utility class cleanup