10,539 Commits over 4,324 Days - 0.10cph!
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
Mesh batching threading / coroutine optimizations
Eliminated WaitForEndOfFrame allocation from Parallel.Coroutine
Foliage system optimizations
Fixed possible race condition in renderer / collider batch threading
Optimized all batch refreshes
Cleanup
Mesh batching includes vertex color data
Overgrowth material uses foliage shader
Moved displacement sampling to common foliage shader include
Added temporary displacement to foliage shader
CraggyIsland foliage test
Fixed collider lookup table on batched colliders
Cherry picked batching optimizations from foliage_system branch
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Fixed collider batching issue
Fixed issues with batched LODs getting randomly stuck
CodeGen (client compile fix)
Convars to toggle batching threading
Fixed race condition in mesh batch threading
Added convars to toggle "immediate invalidate" feature on batching systems
Vis double checks collider enabled state
Batching cleanup and fixes
Recalculated Jack O Lantern entity bounds (RUST-1571)
Added editor-only destroy hack (destroys a bunch of entities around you for testing purposes)
Fixed batching issue with entities that are both pooled and skinned
Log warning when normals / tangents of mesh are not matching
Fixed rare mesh flickering when switching LODs while batched