10,554 Commits over 4,324 Days - 0.10cph!
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Fixed joining Craggy Island / Hapis Island servers wiping map cache
Foliage displacement culling
Added foliage displacement to foundations
Stripped INeedsToStartDisabled (we do this for all prefabs anyhow)
Removed LODBatch (obsolete)
Stripped retired scripts from some prefabs
Scene2Prefab where required
Added editor script to find unused animators
Stripped unused animators from prefabs
Fixed incorrect animator import settings on cave_canyon_a
Scene2Prefab where required
Effect recycling optimizations (greatly improved frame rate under continuous gunfire)
Viewmodel transform caching (more optimizations for sustained gunfire)
Fixed all throwable weapons referencing the aim point inside the bow prefab (!)
Fixed viewmodel Z scale of 0.7 causing iron sight offset (bow + crossbow)
Presumably fixed vending machines sometimes breaking when placed in doorways (RUST-1574)
Fixed OnSendNetworkUpdate not being called when an entity has no subscribers (for EntityFlag_Toggle, RUST-1567)
Enabled entity pooling on furnaces, campfires and light sources
Enabled pooling for decorative entities (rugs etc)
Shelves use DecorDeployable and support pooling
Enabled entity pooling for sleeping bags
Enabled entity pooling for tool cupboards
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Fixed viewmodel bob looking odd (from the optimizations)
Encode instance position offset into texcoord1 on batched meshes
Minor fix in WorldSpaceGrid.GridToWorldCoords
Update plant skin parameters after instantiating the skin (pooling)
Mesh building optimizations
Enforce caching of the mesh from procedural foliage placement in the main thread
Foliage batching cells are as big as the old grass cells
Furthest foliage cell is correctly forced to lowest LOD
More profiler samples for PlayerLoot
Only CancelInvoke when needed inside PlayerLoot
No more Mesh.MarkDynamic (DX9 issue)
Invoke handler implementation
Fixed fucked up profiler sample in SoundManager.RequestSoundInstance
Show invoke handler tasks with "perf 7"