12,528 Commits over 4,018 Days - 0.13cph!
All BatchKey structs now implement IEquatable (eliminates GC when used as key in dictionary)
Added transform caching to decals
Optimized decal command buffer refresh
Enabled decal instancing by default
Fixed item info showing up as null when destroying world items due to invalid position
Silenced TrackIR error when DLL was not found even though it exists in the registry
Added instancing support to deferred decals (still testing, disabled by default)
Added decal.instancing, decal.limit and decal.capacity convars
Added decal.clear console command
Optimized Anisotropic Filtering and Trilinear Filtering settings on workshop skins (perf)
No longer globally force the minimum AF setting on all textures, only limit the maximum instead (perf)
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Adjusted maxrpcspersecond default value
Optimized BasePlayer.Find_Clientside / FindByID_Clientside / RegisterForVisibility / UnregisterFromVisibility / ClearVisibility
Added maxpeerspersecond client convar (counteracts P2P packet flooding)
Small tweaks to the small clutter rock scales
Forgot to save after adding a comment
Fixed viewmodel going crazy when ADS immediately after weapon deploy
Fixed fucked up viewmodel flickering when spamming RMB
Let's delete these third party assets and see what happens
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Fixed vending machine entity having itself as a child object (lolwut?)
Re-enabled moon phases as they were accidentally disabled
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Touching the stone worldmodel material
Sanity checks when retrieving next position from NavAgent
Prefab preprocessing fixes (RUST-1463, RUST-1664)
Restored stone world model material (was referencing stuff from the old Hapis tunnels)
Restored light fume particle effect material
Doubled floor spike health (meh, I know)
Always enable prefab pool / prefab info debug modes in the editor
Military tunnel topology tweak (RUST-1516, RUST-1580)
Moved powerline poles to world layer