123,357 Commits over 4,171 Days - 1.23cph!
Add ability to schedule sounds for future playback to SoundManager
Physics sound playback improved
Vedning machine plays purchased item's physics impact sounds
Vis double checks collider enabled state
Batching cleanup and fixes
Fixed npc culling NRE after leaving server
Enabled back culling and variable visupdate rate
Chair models/LODs/COL/Gibs/Textures
Prefabs/skinnable setup
ItemScreenshot scene update
Recalculated Jack O Lantern entity bounds (RUST-1571)
Added editor-only destroy hack (destroys a bunch of entities around you for testing purposes)
Fixed batching issue with entities that are both pooled and skinned
Log warning when normals / tangents of mesh are not matching
Fixed occluder meshes import settings to skip normals/tangents
Fixed rare mesh flickering when switching LODs while batched
Silently skip normals / tangents / colors if a mesh in a batch does not have them
GC optimizations
Fixed some doors being invisible when moving for the first time after joining a server
monuments are labeled on the map
rock is not considered hostile to sentry turrets
any damage dealt marks you as hostile to sentry turrets
Tweaked culling occludee debug view
Added SphereGizmo draw style to DDraw
MeshData utilizes memory pool
fix for ak world model offset
Cherry picked foliage wind
Fixed shadow related shader compile errors
increased size of sewing kit
Optimized OnInventoryChanged path, profiling
Table models/LODs/COL/Gibs/Textures
Prefabs/skinnable setup
Item screenshot scene update
Added new gunpowder worldmodel
Batching optimizations and fixes
vending machines can enable broadcasting and show up on maps
protocol++
updated vm shop map icon colors
fixed ceiling light moving the wrong way when shot
fixed server compile issues
Better load balancing for batching tasks that cannot be threaded
Heavy plate armour assets
Added cheap and generic high freq detail to terrain potato quality mode
Tweaked intermediate terrain quality modes
Reverting to old non-multithreaded batching for the patch (too risky)