12,529 Commits over 4,048 Days - 0.13cph!
OSX protobuf generate script
Nework decay timer to client as well
Pause load balancer while a ton of network packets have to be processed (perf + RUST-836)
Fixed viewmodels spazzing out for one frame when deployed
Current entity decay state saves and loads on server restart
Decay uses less memory on the server (meaning we can add it to everything)
Building block decay correctly resets when fully repaired
Disabled dynamic non-uniform scaling on cliff meshes (physics system regression made this very slow)
Network++ (dev servers might warn when loading a save, but no forced wipe)
Disabled HitInfo.MultiHit by default (faster hit sorting, not required with projectile penetration on players disabled)
Fixed metal facemasks not always protecting against headshots (RUST-849)
Fixed speedup when moving diagonally
Fixed NoShadows benchmark
Updated procmap benchmark scene to latest world generation
Fixed standalone compile error
Slight clutter rock density reduction
Driftwood spawn patch size tweaks
Slight bush density reduction
Some monument loading time optimizations
Fixed radtown_small_3 monument topology excluding some underground structures (RUST-838)
Fixed that some airfield walls were floating slightly above terrain
Bushes and clutter rocks stay away from forest splat (to make mushrooms there easier to spot)
Wild pumpkin and corn spawns are their own separate entities (don't have to be watered, spawn fully grown)
Mushrooms only spawn in forests (on ground where no grass is growing) so finding them is easier
Converted collectable spawn populations to the more balancing-friendly population scaling mode
Water level test does a quick check for river water depth
Fixed micro cliffs sometimes spawning on roads
Tweaked biome distribution and transitions
Post process terrain slopes near water to reduce wave clipping
Powerline prefab distribution tweaks (prefer intact structures over the more broken down ones)
Hacked wire plugin to work with different connection offsets on every object
More distance between prefab mountains
Disabled mountain splat transfer (slows down terrain generation too much for now)
Editor texture channel copy tool for mountain masks
Mountain splat transfer implementation
Mountain topology textures
Terrain basemap includes terrain painting layer