108,190 Commits over 3,867 Days - 1.17cph!
Fix for invisible rock when thrown (1508)
Particle system culling tweaks
Removed rigidbodies from radiation sphere triggers (server physics perf)
Standard override shaders no longer having duplicate code; now referencing their rust/std counterparts directly
Repair bench cannot be used to block off windows and see through them (collider accuracy)
Adding some loot minecarts and minecrates to military_tunnels
Caves now spawn minecarts as well as mine crates that contain loot
Adding minecart_loot models
Reduced overall client side player collider and rigidbody count by a third
Enabled prefab pooling on some effect spawns that weren't using it
Fixed particle systems on impact effects sometimes not playing
added the car wreck and junkpile art to junkpiletest
Fixed player preview not rendering
Added find materials tool ability to filter by keywords and find assets that reference a material
Fixed UpdateLoot being called from other players
Animal skin prefab cleanup (memory usage)
no radiation spheres on client
Fixed player preview rendering white
CraggyIsland radiation sphere test
Scene2Prefab (sphere tank, fixes missing barrels)
Reduced variants on heaviest shaders by forcing opaque/cutout to deferred and alphablend to forward
Wrecked sedan_a vehicle model/LODs/COLs/Prefab
Tweaked LOD distances
Enabled culling on objects that did not have it
Reduced shader variants across all heavier shaders
Disabled instancing on grass, cloth and skin until u5.5
Wires have 50x less verts
Splitting texture asset bundles (we might be hitting the 2gb bundle limit)
Couple of missing colliders fixes
Baked vertex stream data to asset files on Harbor_1,2,Powerplant
Fixed bad instance property indices causing rocks to change color (won't trigger recompile yet)
Fixed ParticleSystemContainer leading to issues on inactive game objects (state uninitialized, trying to call invoke)
Don't create gibs over 500m away
Portacabin cull
Fixed NRE in DeferredMeshDecal, when selecting prefab in project
RendererLOD - complain if target renderers aren't part of the same prefab/heirachy - and try to fix
Scene2Prefab
ParticleSystemCull / ParticleSystemLOD fixes