12,702 Commits over 3,959 Days - 0.13cph!
Updated mountain biome maps
Updated mountain placement biome filter
Updated biome map auto bake (now splat based)
Updated terrain splat transfer (better blending)
Implemented mountain biome map transfer
Re-exported mountain biome textures
Spawn mountains after all terrain maps have been generated
Biome textures for all mountain prefabs
Splat texture for mountain 5
Deleted obsolete "wooden logs" loading steps from procedural map
Beautified skinnable loading API
EAC update (fix for "EAC Disconnected")
Create texture cache read / write streams in binary mode
Additional profiling in DownloadAndApplyWorkshopSkin
Convar to toggle the item skin cache
Retiring DX9 (OpenGL fallback)
Merge from skin_cache_native
Updated plugins (Rust.Global & Rust.Workshop)
Skin texture cache is now implemented in native code (GC free)
Skin texture cache read and write are running in a thread (no longer stalls when disk is busy)
Added load_texture_from_cache and save_texture_to_cache
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Subtracting new ore nodes
Network++
Merge from ore_nodes
Network++
Optimized effect dictionary creation by including the data pre-sorted in the game manifest (eliminates various stutters caused by effect spawns)
Water no longer spawns a world model when dropped out of its item container
TerrainMap.ForEachParallel fix
Fixed FoliageDisplacementManager calling Camera.Render
Cherry picking
21682 (Parallel.Call) to avoid future merge conflicts in Facepunch.UnityEngine
Enabled mountain splat transfer
Optimized monument and mountain terrain data transfers
Parallelized monument and mountain terrain data transfers
Added TerrainMap.ForEachParallel (parallel software rasterizer)
Foliage displacement no longer creates a second camera (eliminates all overhead)
Foliage displacement can select whether or not to render as a billboard on the component
Subtracting all AI experiments
Fixed NRE when opening workshop from main menu without having joined a server
Stairs and foundation steps use more accurate shadow casting proxy meshes