9,575 Commits over 4,444 Days - 0.09cph!
Fixed servers re-checking stability after startup (no longer needed since it's loaded from save)
Replaced invoke with custom flag in door animator toggle (should fix RUST-835)
Fix for crafting menu blueprints all showing wooden arrow description
Fix for UI notifications missing when reconnecting to a server after disconnecting
Include client version (changeset) when disconnecting because of an exception
Fix for error when inventory item refreshes while selected (for example when drinking water containers to completely empty)
Terrain basemap includes terrain painting layer
Mountain topology textures
Mountain splat transfer implementation
Editor texture channel copy tool for mountain masks
Disabled mountain splat transfer (slows down terrain generation too much for now)
More distance between prefab mountains
Hacked wire plugin to work with different connection offsets on every object
Powerline prefab distribution tweaks (prefer intact structures over the more broken down ones)
Post process terrain slopes near water to reduce wave clipping
Tweaked biome distribution and transitions
Fixed micro cliffs sometimes spawning on roads
Water level test does a quick check for river water depth
Wild pumpkin and corn spawns are their own separate entities (don't have to be watered, spawn fully grown)
Mushrooms only spawn in forests (on ground where no grass is growing) so finding them is easier
Converted collectable spawn populations to the more balancing-friendly population scaling mode
Bushes and clutter rocks stay away from forest splat (to make mushrooms there easier to spot)
Fixed that some airfield walls were floating slightly above terrain
Fixed radtown_small_3 monument topology excluding some underground structures (RUST-838)
Some monument loading time optimizations
Slight bush density reduction
Driftwood spawn patch size tweaks
Slight clutter rock density reduction
Fixed standalone compile error
Updated procmap benchmark scene to latest world generation
Fixed NoShadows benchmark
Fixed speedup when moving diagonally
Fixed metal facemasks not always protecting against headshots (RUST-849)
Disabled HitInfo.MultiHit by default (faster hit sorting, not required with projectile penetration on players disabled)
Disabled dynamic non-uniform scaling on cliff meshes (physics system regression made this very slow)
Network++ (dev servers might warn when loading a save, but no forced wipe)
Current entity decay state saves and loads on server restart
Decay uses less memory on the server (meaning we can add it to everything)
Building block decay correctly resets when fully repaired
Fixed viewmodels spazzing out for one frame when deployed
Pause load balancer while a ton of network packets have to be processed (perf + RUST-836)