123,741 Commits over 4,171 Days - 1.24cph!
fixed orientation of arrowhead on the crossbolt viewmodel
Added GetDepth to TerrainWaterMap for Helk
Map masks for water drinking feature.
no sprinting when dehydrated
use more calories when running
can drink from the world
bota bag can fill from the world
bota bag cheaper and default blueprint
waterbarrel holds twice as much
halved max calories/water held by players
increased reliance on calories/water for players
decreased bleeding damage
added large water jug
phrases, manifest, loot tables, et al
water barrel dispenser fbx, collision, materials (cloth) etc
Fixed health bars on animals not appearing (RUST-814)
Chat message objects are pooled (less GC)
Fixed potential chat message overflow
fixed bug where the bow/crossbow displayed the metal arrowhead by default
Hopefully closing RUST-795 this time
metabolism changes, lose calories slightly slower when harvesting
Fixed BasePlayer.OnSignal being able to NRE (which disconnects players)
Fix for RUST-572 Ladder Hatch appears closed from short distance
Fix for RUST-503 - See through joining gap - armored floor/ceiling on low settings (LOD)
Added detail map to Furnace materials
Fix RUST-580 - Able to loot/kill and see players and some deployables underneath sheet metal floors
Added graphicsDeviceType to hardware info, so we can bucket based on dx9/dx11/opengl etc
Enabled ocean tesselation in water q=1
Ambience quality levels + benchmark
Fixed memory leak / performance drop-off in ParticleEmitFromParentObject
Don't defer player model instantiation (RUST-819, RUST-825)
Ensure AmbienceEmitters always fade out on deactivation
Fixed missing icons on small furnace
Slight tweak to out of range AmbienceEmitter deactivation
Building block despawn optimization (when leaving network groups)
Handle out of range AmbienceEmitters in AmbienceManager.Tick instead of OnCullingGroupChange (more reliable + better CullingGroupSendEvents perf)
perf 6 displays async task status
Added warmup test to procmap benchmark (tests if performance is worse until pools are filled)
the player now holds the guitar properly in 3rd person
Added procmap.pvt benchmark (should this be enabled by default, or should we get rid of it)
Merged ambience & warmup benchmarks to main
Restart calls quit after timer reaches zero (to guarantee consistent behaviour)
Fixed another UpdateLookingAt performance issue (RUST-653)
Hit tests can specify whether or not multiple hits on the same skinned mesh collider should be returned
Call SetHierarchyGroup in standalone too