10,548 Commits over 4,324 Days - 0.10cph!
Splat adjustment of roads and rivers also use editor padding / fade parameters
Merge from procgen11.1
Network++
Save++
Sleeping bag exploit fixes
Added OpenGLCore to Windows build settings (for asset bundles on the build server)
Removing legacy water shaders, see if that works
Fix for occasional floaty decor objects
Don't spawn grass on the cliffside topology
Rain forces more fog and clouds
Rain tends to be more intense when it happens
Atmosphere fog reduces view distance more intensely
Removed Xmas event from default event schedule
Reorganized event schedule (now prefab based)
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)