10,480 Commits over 4,171 Days - 0.10cph!
Time of Day update (directional scattering occlusion, cloud coloring parameter)
Fixed a number of issues with the cloud billboard textures
Reapplied sky reflection hack to atmosphere shader
perf 5 displays frame time
Fixed options opening with wrong tab selected
Driftwood no longer spawns on rocks
Increased client per-frame message processing time
Don't evaluate neighbour entity links until they're used
Log entity linking progress on server startup separately from the stability support initialization
Fixed building block placeholders being visible for a short time when placing a building block
Removed some building block overhead when entering a networking group
Tweaked client cycle time
Tweaked client cycle time (done with testing)
Load balancer per-frame time curve tweaks
Clutter layer updates (RUST-772)
Added clutter layer toggle to F1 dev tools
Tree entity client skin instantiation is load balanced
BoneFollower is disabled when following non-moving entities (only set position when updating parenting in that case)
Greatly reduced per-frame overhead caused by BoneFollower (especially around large buildings with tons of doors)
Removed LODGrid.Register
LOD grid verifies LOD distances against the max grid refresh distance
Tree and mesh qualities once again affect culling distance (RUST-787)
Fixed deployment of boxes on shelves being annoying
BoneFollower also checks parents of parents when determining enabled state (RUST-794)
BoneFollower is also enabled if parents are animating (RUST-793)
Use a tiny radius when doing the interaction point line of sight check (RUST-784)
Decor components only apply scale adjustments to client entities since pos and rot are networked (RUST-771)
Fixed BasePlayer.UpdateLookingAt performance issues in certain situations
Fixed some deployables being placeable at extreme angles
Fixed regression on RUST-793
BasePlayer.ClientInit uses load balancing for mesh creation and prefab instantiation
Projectiles change path when penetrating objects (projectile refraction)
C4 can no longer stick to other C4
Player self interaction menu baseline
Fixed building block health not showing
Added GetDepth to TerrainWaterMap for Helk
Fixed health bars on animals not appearing (RUST-814)
Chat message objects are pooled (less GC)
Fixed potential chat message overflow
Fixed BasePlayer.OnSignal being able to NRE (which disconnects players)
Ambience quality levels + benchmark
Fixed memory leak / performance drop-off in ParticleEmitFromParentObject
Don't defer player model instantiation (RUST-819, RUST-825)
Fixed missing icons on small furnace
Building block despawn optimization (when leaving network groups)
perf 6 displays async task status
Added warmup test to procmap benchmark (tests if performance is worse until pools are filled)
Merged ambience & warmup benchmarks to main