33,286 Commits over 4,109 Days - 0.34cph!
Added a few more mip levels to terrain atlas textures to mitigate alias/shimmer under trilinear
Fixed snow normal assignment on terrain atlas set
High quality normals only when std-pm1 is 32bit
Analysis tool skipping non supported shaders for now
▄▊▉▊▇▍ ▍▆▅▇▅▉ ▋▅▅ ▊▇▄▄ ▆▊▌▍▄▆ ▆█▍▉▆▍
Disabled saving on radtown ore nodes (not supported by loot spawn points, RUST-1747)
Reduced spawn density of wooden logs by around 30%
Added "authtimeout" convar (default = 10 seconds)
Disabled flare coverage queries on OSX; fallback to using rays
Reduced distance fog / aerial perspective density at daytime / dusk / dawn by 25-50%
Making sure main coverage queries component is disabled on osx
Cherry picked packing processor changes
▍██▅ ▄▄▍▅▆▍ / ▇▊▋▆▍▋▄▉█ / ▄▍▆▋▉▌▉
Added AssetNameCache (with GetName / GetNameLower / GetNameUpper extension methods for materials and physic materials)
Eliminated GC allocs from footstep / footprint lookups, hit effect lookups and gib effect lookups
Removed some crazy inefficient methods from GameManager that should not be used by anything
Eliminated GC allocs from lowercase conversion of prefab names (triggered by spawn handler, decor spawners)
Log warning when having to convert prefab names to lowercase (should never happen)
Fixed some hardcoded prefab paths in code that weren't lowercase
More prefab paths that weren't lowercase
Fixed animation event prefab paths not being lowercase
Fix LOD material pop-in on rocks
More description fixes and updates
Added StringFormatCache (caches the result of repeated string.Format calls with the same arguments)
Eliminated GC allocs from effect path assembly (this affected every single effect spawn)
Removed gc.interval since it's bullshit and the thought of someone having it enabled scares me
fixed clipping on pickaxe vm throw
Fixed rocket launcher description been slighty wrong
reduced aimcone by 80% and added deterministic recoil to the m92, ak47, and p250
improved recoil on mp5
bone armor now takes cloth instead of rope
heavy plate armor helmet protects 90% of damage against arrows and bullets ( was 60%)
heavy plate body/legs protect 75% against bullets (was 60%)
skin approval
riot helmet no longer requires sewing kit
recoilcomp forced off on deterministic recoil weapons
Merge from texture packing
fixed effects not playing in the right position for several viewmodels
Added LOD chain models to ore stages 2 to 4
Reverting to legacy EAC API due to server authentication issues
Network++
tweaked the ak47 fire ADS animation
Cherry picking improved CreateOrUpdateEntity profiling (22318)
Cleaned register related gc allocs in occlusion culling
Packed atlas_wood_stone_metal and stonewall_c to test osx bundles
Fixed culling debug randomly disappearing
Fixed occludees visible when registered to an invisible cell
Fixed culling errors when rejoining a server
Fixed occasional culling errors when flying around
Added culling show stats to profile collection occupancy
Adjusted culling collection preallocation for less waste
Removed time delay from first occludee visibility check
Added packed research table and bone armor to test osx bundles
Merge from gc_optimizations
updated smallbackpack albedo texture
Updated / fixed multiple item descriptions
Building blocks no longer share descriptions
Paper map now despawn in 5 minutes down from 20 minutes.
Reduced texture footprint for water_bottle and de_cactus
Packed fuel_tank and forklift
Added LOD mesh swapping support to StagedResourceEntity
Fixed ores using the wrong mesh in the distance when partially broken
Subtracting gc_optimizations