10,480 Commits over 4,171 Days - 0.10cph!
Hacked wire plugin to work with different connection offsets on every object
Powerline prefab distribution tweaks (prefer intact structures over the more broken down ones)
Post process terrain slopes near water to reduce wave clipping
Tweaked biome distribution and transitions
Fixed micro cliffs sometimes spawning on roads
Water level test does a quick check for river water depth
Wild pumpkin and corn spawns are their own separate entities (don't have to be watered, spawn fully grown)
Mushrooms only spawn in forests (on ground where no grass is growing) so finding them is easier
Converted collectable spawn populations to the more balancing-friendly population scaling mode
Bushes and clutter rocks stay away from forest splat (to make mushrooms there easier to spot)
Fixed that some airfield walls were floating slightly above terrain
Fixed radtown_small_3 monument topology excluding some underground structures (RUST-838)
Some monument loading time optimizations
Slight bush density reduction
Driftwood spawn patch size tweaks
Slight clutter rock density reduction
Fixed standalone compile error
Updated procmap benchmark scene to latest world generation
Fixed NoShadows benchmark
Fixed speedup when moving diagonally
Fixed metal facemasks not always protecting against headshots (RUST-849)
Disabled HitInfo.MultiHit by default (faster hit sorting, not required with projectile penetration on players disabled)
Disabled dynamic non-uniform scaling on cliff meshes (physics system regression made this very slow)
Network++ (dev servers might warn when loading a save, but no forced wipe)
Current entity decay state saves and loads on server restart
Decay uses less memory on the server (meaning we can add it to everything)
Building block decay correctly resets when fully repaired
Fixed viewmodels spazzing out for one frame when deployed
Pause load balancer while a ton of network packets have to be processed (perf + RUST-836)
Nework decay timer to client as well
OSX protobuf generate script
Fixed being able to repair things with just wood
Fixed plant entity leak when their happiness was stuck around 0 (could be caused by genetics or environmental conditions)
Fixed plants skipping their dying skin when exceeding their max number of seasons
Plant skins use prefab pooling
Plants can specify whether or not to switch to the dying state when harvested for the last time
ResourceRef refreshes when no GUID has been saved before (i.e. when changing GameObject to GameObjectRef in code)
Plant server convars actually do what they claim to do
Fixed plant planting and harvesting particle effect rotations
Added hemp seeds and hemp farming
Network++
Merge from decay_reboot
Network++
Fixed plant skins missing from asset bundles