33,285 Commits over 4,109 Days - 0.34cph!
Limit player network cell subscription rate on the server (to fix client frame rate drops)
Reduced client.maxreceivetime to 5ms by default (from 20ms)
Added server.maxentitiespersecond (100 by default)
Improved ragdoll update vis perf; updated all ragdoll prefabs
Removed unused articulated occludee from player model prefab
flame turret/shotgun trap now use triggers (perf improvement)
buoyancy server NRE fixes
detonator viewmodel/worldmodel setup (with placeholder anims)
Added building instance pooling to building manager (GC)
Additional client profiling
Fixed a potential NRE in CLIENT_PendingInvite
Fixed non-matching profiler endsample
Nuked optimize animator; no longer beneficial
Updated ragdoll prefabs to use articulated occludee directly
Fixed Ocean Patrol Paths NRE blocking some test scenes
buoyancy perf improvements
Additional client profiling
Added pooling to ceiling lights
Implemented IOEntity.ResetState
Added offset-emission-only toggle to rust/std and rust/std(spec) shaders
Fixed profiler mismatch in RelationshipManager.FindByID
Detonator, materials, lods and prefab, view model + world model variation
flasher default state off (one frame fix)
Increased multibox pruning broadphase world subdivisions to max (physics perf test)
Fixed asset warmup perf regression from
31041
Enabled multibox pruning broadphase (physics perf test)
removed debug call
fixed skin approval issues
rotated version of the siren light for helk
siren light and airfield version for petur. prefab/materials and lods and col
Enabled TOD_Sky probex path for all platforms/apis
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Removed rigidbodies from various clientside entities that were previously using kinematic rigidbodies
Add WorkshopSkin and MaterialReplacement components to skinned entities in prefab preprocessing to avoid runtime stutter
Updated camera with Toms new model
network++ (MT merge conflict)
Loading screen status tweaks when spawning and respawning
Merged in new changes to military tunnel from branch.