111,964 Commits over 3,928 Days - 1.19cph!
Re-added ambience & warmup benchmarks
Call SetHierarchyGroup in standalone too
Powerline pylons b and c (variations)
Fixed another UpdateLookingAt performance issue (RUST-653)
Hit tests can specify whether or not multiple hits on the same skinned mesh collider should be returned
Restart calls quit after timer reaches zero (to guarantee consistent behaviour)
Merged ambience & warmup benchmarks to main
Added procmap.pvt benchmark (should this be enabled by default, or should we get rid of it)
Player pullback fix (merge error)
PlayerModelRebuild perf tweaks, profiling
Culled out parent item requirement stuff
the player now holds the guitar properly in 3rd person
Added warmup test to procmap benchmark (tests if performance is worse until pools are filled)
perf 6 displays async task status
Handle out of range AmbienceEmitters in AmbienceManager.Tick instead of OnCullingGroupChange (more reliable + better CullingGroupSendEvents perf)
Building block despawn optimization (when leaving network groups)
Slight tweak to out of range AmbienceEmitter deactivation
Fixed missing icons on small furnace
Ensure AmbienceEmitters always fade out on deactivation
Don't defer player model instantiation (RUST-819, RUST-825)
Fixed memory leak / performance drop-off in ParticleEmitFromParentObject
New big powerline models/LODs/COLs
Ambience quality levels + benchmark
Enabled ocean tesselation in water q=1
Added graphicsDeviceType to hardware info, so we can bucket based on dx9/dx11/opengl etc
Fix RUST-580 - Able to loot/kill and see players and some deployables underneath sheet metal floors
Added detail map to Furnace materials
Fix for RUST-503 - See through joining gap - armored floor/ceiling on low settings (LOD)
Fix for RUST-572 Ladder Hatch appears closed from short distance
wip powerline prefab tests
Fixed BasePlayer.OnSignal being able to NRE (which disconnects players)
metabolism changes, lose calories slightly slower when harvesting
Hopefully closing RUST-795 this time
fixed bug where the bow/crossbow displayed the metal arrowhead by default
Concrete_f texture set
Industrial glass textures
Industrial buildings a,b,c,d,e,f,g,h,i,j and overpass a,b,c models/LODs/COLs
Ready to place prefabs for these buildings
Dungeons prefab scenes update
Chat message objects are pooled (less GC)
Fixed potential chat message overflow
Fixed health bars on animals not appearing (RUST-814)
water barrel dispenser fbx, collision, materials (cloth) etc