33,905 Commits over 4,171 Days - 0.34cph!
Forcefully refresh terrain collider after setting the height map (fixes raycast issues with terrain)
Added InvokeRandomized (like InvokeRepeating but randomizes the interval on every consecutive call)
Replaced Facepunch.Tick with InvokeHandler calls for now (perf, especially when removing)
Optimized sound / particle parent disconnects
Fixed a bunch of missing script behaviours (RUST-1633 and RUST-1628)
Stripped a missing camera component from some nested cameras
Stripped a missing script from UI scene (console input field)
Simple sight world model lod updates
codegen + manifest ( fixes spotlights )
Fixed spawn/spawnitem not working
Some invoke handler optimizations
Cache waterfactor, waterdepth
use Entity.WaterDepth for ai queries
animals have proper corpse contents
added deer meat
Instancing all materials part 2
Updated render queue field and added instanced field to rust/std shader gui
Increasing navmesh bounds
Chicken doesn't use horse footsteps
Cleaned footsteps
Reduced animal mesh compression
Attack damage is a variable on the npc
Ai senses - memory filter (should fix ai not seeing players)
Ai should sense corpses too
Fixed dark censorship (RUST-1625)
searchlight beam cherry pick
Fixed game object creation error in editor when stopping game
Added UpdateHandler and UpdateBehaviour (offer DeltaUpdate that can efficiently sleep for x seconds)
Optimized LightEx using DeltaUpdate (update rate now decreases smoothly with distance from camera)
merge from main/footsteps2
animal footstep import settings
Balanced animal favour running in straight line
Improved performance of removing from Grid<>
Fixed player collision corruption on die / respawn cycle (RUST-1642)
Ai doesn't eat when it's got threats
Fixed AI quickly running back to previous spot when running fast
Ai bit more afraid of humans
Fixed Ai floating off ground slightly
Fixed torch light culling mask
Subtracting
20023 to try a different way
Fixed spikes when removing entity