127,945 Commits over 4,109 Days - 1.30cph!
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
Theoretical "real" fix for skins issue
Salvaged hammer optimisation
Enabled instancing on decals, structures, props and some prefabs
Airfield overgrowth dressing backup
Stone hatchet optimisation
Updated facepunch.steamworks to latest
Enabled instancing on remaining materials
Larger, easier to see holosight reticle (including during day)
Larger, easier to see holosight reticle (including during day)
Added occluder layer; changed occlusion culling mask to Terrain + Occluder layers
Added occluder tag
Disabled shadowd for occluder camera
Enabled instancing for occluders
Added test occluder mesh (collision) to twig foundation and wall
Fixed shadergui parallax related error when creating a new material
slightly nerfed meat food items
buffed corn/pumpkin food yield
visual plant hydration via tinting
reworked plant water yield - needs x mls over y time to produce z yield multiplier
reworked clone yield - always 2, extras from healthy (hydrated) plants
quartered arrow crafting time
halved bolt/ak/sar/smg/sap/thompson crafting time
lowered beartrap crafting time
lowered autoturret crafting time
F1 grenade is mainly antipersonnel now, barely any construction damage
F1 grenade much cheaper and doesn't require a spring
F1 grenade quicker throw time/snappier feeling
reduced cost of bone knife
New recycler sounds
Distant gunshot polish
Explosion polish (mostly distant)
Misc minor sound fixes and polish
Back to temporary fix for skins not working
Airfield overgrowth dressing backup
Real temporary skin fix this time
Ai considers water depth when idle wandering