10,528 Commits over 4,201 Days - 0.10cph!
    
    
    
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Restart calls quit after timer reaches zero (to guarantee consistent behaviour)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed another UpdateLookingAt performance issue (RUST-653)
Hit tests can specify whether or not multiple hits on the same skinned mesh collider should be returned