128,905 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                moved the rusty gates back into place
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Shrink down in size and align to to terrain when escaping
 
                
                
                
                
                
             
         
        
            
            
            
                
                updated viewmodel vine swing animation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Experiment with path post process for overwatch and flank
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed an offset on jungle skin triangle block
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed cracks decal from Zigg scene. Also added bit more fidelity to more jungle ruins COL meshes.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Temporary collision for jungle cell door. Remade cell door prefab to allow for components being added.
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed an offset on jungle skin floor block
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from reduce_appmarkersellorder_allocs
- Reduces pool spillage and misses of ProtoBuf.AppMarker.SellOrder
Tests: started server on procgen map
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: Increase ProtoBuf.AppMarker.SellOrder pool capacity to 2k
- Should reduce creation and spillage of SellOrders
Tests: booted server on procgen.
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Removing obsolete jungle ruins cell top meshes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Second pass on jungle ruin walls collision to adhere COL meshes closer to stepped and jagged wall pieces
 
                
                
                
                
                
             
         
        
            
            
            
                
                revert underwater effects merge to figure out server issue
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from profiling_improvements
Tests: snapshot on craggy in editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: none, no conflicts
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: Further removal of about 10% methods from perf snapshot
- Built using e70c083b 
Tests: took a snapshot on craggy
 
                
                
                
                
                
             
         
        
            
            
            
                
                lowered the ground under the zigg pond water to allow swimming effect to work
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed a null ref when comparing identical environment volumes
 
                
                
                
                
                
             
         
        
            
            
            
                
                SpawnPopulationBase.DeleteEntities logs warning if it encounters a destroyed gameobject or an invalid entity instead of throwing an exception
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from listcompare_optim
- ListHashSet can now be pooled and supports Compare
- Optim Networkable.UpdateSubscriptions via ListHashSet
Tests: unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: none, no conflicts
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clean: simplify code via ?. notation
Tests: unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: Constain List<T>.Compare to only works on List<T>
This removes remaining 4 boxing allocations
Tests: unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optim: Use ListHashSet<T>.Compare in UpdateSubscriptions and UpdateHighPrioritySubscriptions
Tests: none, trivial change
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: Network.Visibility.Provider works on ListHashSet
Tests: none, simple changes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: Facepunch.Pool now supports ListHashSet
- gave ListHashSet a default ctor
Tests: unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                reverted environment volumes to spatially aware ones after regression, this also re-introduces the terrain collision triggers - S2P
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: ListHashSet has it's own specialized static Compare method
- Replciated tests from ListExtensionTests for ListHashSet
Tests: ran unit tests
 
                
                
                
                
                
             
         
        
            
            
            
                
                lower ziggurat terrain position in Z, then resculpted to meet the ground line
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Fixed warning spam when painting on a mesh without a uv2 channel
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Use entity display name from PrefabInformation component for Rust+ death notification if available
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from GetCurrentUndergroundLayer_nre_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Speculative MapView.GetCurrentUndergroundLayer NRE fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Snake loco fx WIP & related files.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove Facepunch.Editor reference
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed outbreak sprayer item id
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove dismount handling on VineMountable
 
                
                
                
                
                
             
         
        
            
            
            
                
                Slight collider tweak to fix some deadspots for resource gathering on vine tree
 
                
                
                
                
                
             
         
        
            
            
            
                
                More work on handling player movement properly when a vine tree is destroyed
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Another distance interaction fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added line of sight checks when generating vines, prevents vines that travel through god rocks, powerlines, etc
 
                
                
                
                
                
             
         
        
            
            
            
                
                Include vehicle detailed layer in vine dismount check