12,528 Commits over 4,018 Days - 0.13cph!
Merge from dungeon_art_4 (please no longer commit to that branch paroxum / damian)
Tweaked default batching params
Don't start refresh coroutines until RefreshAll is called
More granular time slicing for work on the main thread
Foliage seed is stored on the cell
ListHashSet has Clear and AddRange methods
Refactoring, making everything less insane
Subtracting
19330 (alexrehberg)
Debug hurt command takes hit bone as optional parameter
Subtracting
19287 (alexrehberg)
Removed broken water impacts
Added MaxSpawnDistance to all impact effects and decals
Re-saving DebugSkin (updated serialization layout, RUST-1556 maybe?)
DebugSkin bundle (RUST-1556 maybe?)
Reverting to old non-multithreaded batching for the patch (too risky)
Better load balancing for batching tasks that cannot be threaded
Batching optimizations and fixes
MeshData utilizes memory pool
Fixed some doors being invisible when moving for the first time after joining a server
Silently skip normals / tangents / colors if a mesh in a batch does not have them
GC optimizations
Fixed rare mesh flickering when switching LODs while batched
Log warning when normals / tangents of mesh are not matching
Fixed batching issue with entities that are both pooled and skinned
Added editor-only destroy hack (destroys a bunch of entities around you for testing purposes)
Recalculated Jack O Lantern entity bounds (RUST-1571)
Batching cleanup and fixes
Vis double checks collider enabled state