10,480 Commits over 4,171 Days - 0.10cph!
Combat log includes unique ID of attacker and target
Fixed messed up ground collider on harbor 1 and harbor 2
Data export command supports water map
Added world.cache convar (default true)
Include monuments in prefab warmup (does this break everything?)
Stripped vertex painter components from harbor scenes because they're horrendous
Include active colliders in dump
Added dropitems server convar
Added version field to world serialization
Added water map to world serialization
Another ceiling light client side physics optimization
Deployables no longer ignore "can rotate" flag
Added editor convars to pause renderer grid, collider grid and load balancer
Refresh renderer grid in loading screen (client)
Refresh collider grid after initializing conditional models (server)
Cherry picking grass meshes
Cherry picking overgrowth material / textures
Updating to latest overgrowth material
Pause ServerMgr.Update until the connection is open
Saving default time scale of 1.0 (rather than 1.0028036)
Added server convar to pause time while loading (defaults to false)
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Enabled time.pausewhileloading by default
Better antihack.debuglevel: 1 prints max violations, 2 prints nonzero violations, 3 prints all violations
AH logs are warnings (yellow)
Game object layer is included in renderer key hashing (batching)
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Item ID is shown as ReadOnly instead of HideInInspector
Fixed server side player eyes position when duked (I think?)
Fixed difficulty picking up items when near objects (RUST-1518)
Player culling is off by default, not saved, renamed to "culling.toggle" to wipe from config
Door hatches use batching
Door hatch movement script is client only
Door hatch movement script no longer uses InvokeRepeating
Ceiling light prefab fixes (RUST-1523)
CraggyIsland cave updates
Explosives do all LOS checks before destroying any entities (RUST-1546)
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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