10,614 Commits over 4,413 Days - 0.10cph!
Presumably fixed workshop skin load issue on Windows
Fixed plant skins not recycling
Client side plant entities pool
Fixed craft canceling sometimes losing resources when inventory is full (RUST-1587)
Fix for reduced network distance since
19599
Ensured bushes despawn beyond network distance
Skin apply coroutine takes optional callback method to call when done
Delayed entity skin changes trigger batching refresh when done
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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