12,696 Commits over 3,959 Days - 0.13cph!
Fixed Physics.IgnoreCollision performance regression on certain hardware
Clutter rocks are clientside decor (perf, collider count)
MaterialSetup can be pooled / used on dynamic decor
Prefab adjustments (rock_small)
Fixed escalating load times on larger maps
Added quad rasterizer to base terrain map class (rasterizes two triangles in a single pass)
Fix for RUST-654 (turret roof exploit)
initialize conditional models on server start again
Merge from save115
HapisIsland, procedural generation and dungeon updates
Merge from save115
HapisIsland, procedural generation and dungeon updates
Reject rivers on extreme slopes
Rock formation prefab updates
Rock heightmap adjustment tweaks
Fixed underwater rock spawn rule
Fixed iceberg spawn rule
Rock clutter and cliffside tweaks
Trainyard monument topology fixes
Hardcoded road tinting to dirt splat layer
Various rock improvements
Fixed occasional sawtooth terrain glitch around monuments
Powerline generation tweaks
Road network generation tweaks
Fixed rocks sometimes spawning on warehouse quarry
Fixed floaty arid / beach trees
Merge from 8_splat_support
Grass tinting support (temp fix)
Ignore future .pdb.meta files
We don't need this .pdb.meta file
Unity meta file auto updates
Merge from grass_optimizations
Rust grass optimizations port
Default world size is 3000 to assure that everyone hates me
Reverted Terrain4 (I assume this was committed accidentally)
Merge from prerelease/dungeons_art
Manual copy of new HapisIsland (because Plastic apparently hates subtract inception)
Spawn population tweaks
Fixed some stuff spawning midair near rocks
DeferredDecalRenderer command buffer refresh is allocation free
Added decal.cache convar (refresh decal system every frame vs. only when marked as dirty)
Reactive target uses RendererLOD instead of LODGroup (never use LODGroup for stuff that doesn't walk around)
Adjusted reactive target bullseye collider (no hard edges that can cause perpendicular impact effects)
Adjusted reactive target physics layers (no player collision on the moving parts)
Disabled microfiber fuzz layer on reactive target (uses fucked up normal encoding that messes with deferred decals)