10,535 Commits over 4,232 Days - 0.10cph!
Fix for roadside decor sometimes spawning too close to each other
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Got rid of server hierarchy group (messes up some DontDestroyOnLoad stuff)
Fixed test cave messing up CraggyIsland
Fixed rare issue where GameTrace would incorrectly ignore a hit on a static concave mesh
SpeedTree parameter updates for 5.3
Building deployable prefabs
Generic deployable prefabs
Retired LODBatch (use RendererBatch)
Scripts can declare that they handle batching (IBatchingHandler)
Include mesh upload time in load balancing considerations
Skip LODs that use multiple submeshes (for now)
Batched mesh readonly fix
MeshCull plays nice with batching
Automatic batch splitting when vertex count limit is reached
Compile fixes (CLIENT / SERVER)
Fixed error spam on connect
Dummy LODBatch script (to fix warnings without messing with Vince's changes)
Fixed issue that could force LOD0 to always be visible
Disabled projectile penetration on players (for better damage predictability, related to 12922)
Added RUST-462
Fixed RUST-471 (presumably)
SphereEntity protobuf reference
StabilityEntity saves and loads cached stability value
StabilityEntity protobuf stability value is optional (backward compatibility)
StabilityEntity protobuf stores distance from ground
Entity spawn test console command (entity.create)
BuildingBlock protobuf update (backward compatibility)
GamePhysics now uses the new allocation-free physics API
Refresh batched building mesh when rotating building parts
Roofs can no longer be placed downwards
Reduced roof max placement distance
Entity stability values are now saved and loaded
Stability warmup is much faster (and almost free if values have been saved)
Stability refresh is faster (terminates after less iterations)
All stability parameters can now be adjusted by admins
Stability distance from ground is displayed in the editor
Yield a frame from time to time during stability warmup (temp fix for Multiplay killing our process on startup)
Added automatic mesh splitting to collider batching