10,528 Commits over 4,201 Days - 0.10cph!
    
    
    
        
            
            
            
                
                Unfucked bullet particle effects
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added 4 missing bush prefabs to the asset gallery and tweaked their LOD distances
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added some more tags to remote logging
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed ArgumentOutOfRangeException in BaseProjectile
 
                
                
                
                
                
             
         
        
            
            
            
                
                Temp metal bullet decal Z fighting fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                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)