33,585 Commits over 4,140 Days - 0.34cph!
Force quality level when running benchmarks
Fixed grass/bushes not showing in procmap tests
Fixed BasePlayer.UpdateLookingAt performance issues in certain situations
Fixed some deployables being placeable at extreme angles
Fixed regression on RUST-793
BasePlayer.ClientInit uses load balancing for mesh creation and prefab instantiation
Add scm changeset number when building
Include unity version info in benchmark results
Don't pop up results for automated benchmarks
flamethrower finds fuel placed on belt
Projectiles change path when penetrating objects (projectile refraction)
C4 can no longer stick to other C4
Player self interaction menu baseline
Fixed building block health not showing
improved the bear attack animations
improved the horse attack animation
tweaked the blend values for the horse and bear so they transition a bit smoother out of certain anim states
fixed orientation of arrowhead on the crossbolt viewmodel
Added GetDepth to TerrainWaterMap for Helk
Map masks for water drinking feature.
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
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
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)