30,750 Commits over 3,867 Days - 0.33cph!
Added building instance pooling to building manager on the client (GC)
Clear Log.EAC.txt on server start
Adjusted client.maxreceivetime default value to 10ms (was 5ms)
Adjusted server.entitybatchtime default value to 1.0s (was 0.5s)
Renamed server.maxentitiespersecond to server.entitybatchsize
Added server.entitybatchtime (0.5s by default)
Changed network cell size from 64x64 to 32x32
Ensure that players are always immediately subscribed to their own network cell (fixes rubber banding regression from 31306)
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