10,480 Commits over 4,171 Days - 0.10cph!
Rock formations use prefab scene for easier handling
Fixed rock formations sometimes placing on roads
Better terrain adjustments on small caves
Overgrowth dressing scene updates
Fixed various clutter prefab fuckups
Fixed more clutter prefab fuckups
Tweaked ores / ores_snow densities to represent the changed biome distributions
Removed floating road segment from airfield
Reduced player disconnect kill delay to 5 seconds (RUST-1030)
Removed lilacs
Reduced scale on the other flowers
Fixed map filename regex failing to find matches on Windows due to the path separator
PrefabInfo debug checks are ifdef'd (disabled by default)
PrefabInfo debug prints are errors
PrefabPool debug checks are ifdef'd (disabled by default)
Prefab instantiate shows prefab name in profiler
More profiler samples in player tick processing
Looting RPC profiler samples
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Cherry picking ignore.conf
Fixed extremely rare race condition while receiving data
Optimized memory usage
Refactoring
Batched meshes contain xz position offset in zw channels of uv1
Moved procedural foliage placements to foliage spawn script
Added foliage batching grid to batching prefab, loaded into all scenes
Verbose batching (level 1)
Merge from foliage_system
Fixed one stone tier roof piece having no valid tangents
Tweaked renderer_threading and collider_threading convar behaviour (nicer for profiling)
Better coroutine profiling
Stripping unused / commented out scripts
Fixed ServerMgr indentation
Tweaked connect coroutine handling