12,528 Commits over 4,018 Days - 0.13cph!
Added convars to toggle "immediate invalidate" feature on batching systems
Fixed race condition in mesh batch threading
Convars to toggle batching threading
CodeGen (client compile fix)
Fixed issues with batched LODs getting randomly stuck
Fixed collider batching issue
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Cherry picked batching optimizations from foliage_system branch
Fixed collider lookup table on batched colliders
CraggyIsland foliage test
Moved displacement sampling to common foliage shader include
Added temporary displacement to foliage shader
Overgrowth material uses foliage shader
Mesh batching includes vertex color data
Fixed possible race condition in renderer / collider batch threading
Optimized all batch refreshes
Cleanup
Foliage system optimizations
Eliminated WaitForEndOfFrame allocation from Parallel.Coroutine
Mesh batching threading / coroutine optimizations
Added mesh cache (GC free access to vertices, triangles, ...)
Added mesh container (simplifies using pooled lists for mesh building)
Retired mesh combine extension methods (use mesh container instead)
Added threading to foliage, renderer and collider batching systems
Eliminated frame rate hiccups from all mesh batching
Reduced dynamic memory allocations from all mesh batching
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Explosives do all LOS checks before destroying any entities (RUST-1546)
CraggyIsland cave updates
Ceiling light prefab fixes (RUST-1523)
Door hatches use batching
Door hatch movement script is client only
Door hatch movement script no longer uses InvokeRepeating
Player culling is off by default, not saved, renamed to "culling.toggle" to wipe from config
Fixed difficulty picking up items when near objects (RUST-1518)
Fixed server side player eyes position when duked (I think?)
Item ID is shown as ReadOnly instead of HideInInspector
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Game object layer is included in renderer key hashing (batching)
AH logs are warnings (yellow)
Better antihack.debuglevel: 1 prints max violations, 2 prints nonzero violations, 3 prints all violations
Enabled time.pausewhileloading by default