10,614 Commits over 4,413 Days - 0.10cph!
Slightly faster LightEx / LocalPositionAnimation
Reverted EAC server binaries
Reverted effect references on deployable building parts (hoping those are all)
Fixed building placement guide with pool.mode 2
Fixed animator hash / layer warning on startup
Another minor LightEx / LocalPositionAnimation optimization
Combat log includes timestamp
Fixed issues with some pool.mode set to 2
Shelves can no longer be placed on deployables (RUST-1258)
Fixed layers on two trees
Fixed nametag issue with pool.mode set to 2
Changed pool.mode default value to 2 for faster game object pooling (testing)
Fixed pumpkin stacking (RUST-1450)
Fixed MovementSounds issues
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Fixed door animation snapping with pool.mode set to 2
Fixed rare and random building LOD flickering with pool.mode set to 2
Fixed client side socket handles sometimes not destroying
Added pooling to client side lock entities
Various script optimizations
Disabled PropRenderer.Update
Fixed name tags on sleepers sometimes not disabling completely
Fixed legacy LODGroup on code locks not disabling when pooled
Fixed fantastic graphics preset having fucked up shadow cascade settings
Forced sign shader recompile
Fixed building parts occasionally not disabling after being batched (causing draw call performance issues)
Added batching to non-moving parts of shop fronts
Enabled caves
Tweaked coastline
Changed default world size to 3500
Adjusted heightmap resolution for faster loading times on bigger maps
Unified EnvironmentVolume, TerrainCollisionTrigger and WaterVisibilityTrigger (should be fully backwards compatible)
Implemented culling volumes for interior environments
Fixed delay on some objects before they turn visible
Fixed duplicates in the culling volume manager
Changed view model prefab references to GameObjectRef
View models are instantiated via the game manager
View models log an error when shit is fucked
Fixed missing item in the editor builder loading
Added custom inspector for setting up culling volumes
Added culling volumes to small caves
Added culling volumes to medium caves