127,372 Commits over 4,109 Days - 1.29cph!
some more prep work (overgrowth dressing scene)
Overgrowth dressing scene prep over -
Roads, train tracks, sewer drainwalls and concrete slabs now generated through Scene2Prefab
Extended occlusion culling support for articulated models; added player and animal ragdolls
Culling now enabled by default
Removed culling related debug messages
Fixed server compilation
Made thirdparty occlusion culling portable again
LODs and vertex color painting for vegetation, R and G channels are used for detail bending
Prefabs created for all models
Overgrowth dressing scene update
Unity 5.4.2f2 (downgrade)
merge from art_overgrowth
SkinnedMeshCollider, BaseCollision are IClientComponent
Fixed PieOption NRE on server build
Fixed ConvarComponent spam on server build
Set compile symbols before building asset bundles / preparing prefabs
All plugins copy pdb if found in output folder
Lighthouse overgrowth dressing
Powerplant overgrowth dressing backup
Revolver additional world mesh changes
Pump shotgun optimisation
Fixed Item.Ownership memory pooling being fucked up
Fixed ClientReady.ClientInfo leaking objects into the memory pool (only once per server join?)
Fixed collider list in TerrainCollision.GetIgnore sometimes being thrown to garbage collector instead of being pooled
Fixed rare lock entity NRE when thrown items are stuck in them while removing them (RUST-1521)
Recalculated entity bounds on all collectables
Fixed server held entity leak when dropped item is out of world bounds
Fixed DroppedItem.OnParentRemoved position calculations so dropped items appear at the correct position when their parent is removed
Powerplant overgrowth dressing backup
Moved common occlusion culling routines to base entity
Added occlusion culling to NPCs
Added LODGroup to zombie (culling)
slightly reduced cost of waterpipe shotgun
reduced cost of double barrel (one less pipe)
removed gear cost from landmine
reduced blade cost of metal barricade
reduced stone cost of stone/concrete barricades
oil barrels also produce a small amount of low grade fuel in addition to crude
reduced recycler volume slightly but increased audible radius
Fix RUST-1534
Fix bow shoot sound playing an extra time when quickly switching weapons
Update disabled state on the client whenever the parent reference changes
Fixed floating attachments when picking up weapons (RUST-1536)
Powerplant overgrowth dressing end
Powerplant terrain height and splats tweaks
Rocket launcher optimisation
Fixed "data is NULL" error when writing empty stream to network
Fixed error after running clear_memory
Added "free" console command (clears prefab, asset and memory pools, then runs GC and unloads unused assets)
Added opaque sort mode option to Main Camera component
Enabled instancing again on some rocks (has to be done via material now...)
Added instancing toggle to our custom shadergui in parity with unity standard
Enabled instancing for building materials
Enabled instancing for prop materials
Enabled instancing on effect materials
Sphere tank overgrowth dressing
Enabled instancing on nature materials
Updated checksum functionality to the new system
Completely disabled caching on non-procedural maps