5,953 Commits over 4,171 Days - 0.06cph!
EAC API update (client side)
Network++
Subtracting EAC API update
Eliminated more GC allocs from Ragdoll / RagdollInheritable
Fixed animal model root bone references often being the parent game object instead of the root bone of the rig
EAC API updates (attempt 2)
Updated Facepunch.Raknet plugin
EAC networking fix
Network++
EAC profiling + hopefully GC fix
Only set isGameInitRun when it actually succeeded
Subtracting EAC API updates (let's try again next week)
Merge from snow_biome_revamp
Network++
PlayerInventory NRE fixes
TerrainAnchorGenerator improvements
Added terrain anchors to tundra tall grass patches (fixes occasional floaty placement)
Tweaked snow mound terrain anchors
Added DebugEx.Log to write to log file without stack trace
Game startup logs and console commands no longer spam stack traces into game log
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EAC SDK update (fixes macOS startup issue)
Eliminated GC allocs from effect instantiates (IEffect.SetupEffect)
Eliminated GC allocs from effect weapon bone parenting (EffectParentToWeaponBone)
Eliminated GC allocs when switching resource stages (StagedResourceBreakEffect)
Eliminated ~300B of GC allocs whenever a randomized sound was played
Larger coastal player spawn areas
Better spawn handler density enforcement
Disabled saving on radtown ore nodes (not supported by loot spawn points, RUST-1747)
Reduced spawn density of wooden logs by around 30%
Added "authtimeout" convar (default = 10 seconds)
Reduced distance fog / aerial perspective density at daytime / dusk / dawn by 25-50%
Added AssetNameCache (with GetName / GetNameLower / GetNameUpper extension methods for materials and physic materials)
Eliminated GC allocs from footstep / footprint lookups, hit effect lookups and gib effect lookups
Removed some crazy inefficient methods from GameManager that should not be used by anything
Eliminated GC allocs from lowercase conversion of prefab names (triggered by spawn handler, decor spawners)
Log warning when having to convert prefab names to lowercase (should never happen)
Fixed some hardcoded prefab paths in code that weren't lowercase
More prefab paths that weren't lowercase
Fixed animation event prefab paths not being lowercase
Added StringFormatCache (caches the result of repeated string.Format calls with the same arguments)
Eliminated GC allocs from effect path assembly (this affected every single effect spawn)
Removed gc.interval since it's bullshit and the thought of someone having it enabled scares me
Reverting to legacy EAC API due to server authentication issues
Network++
Cherry picking improved CreateOrUpdateEntity profiling (22318)
Merge from gc_optimizations
Added LOD mesh swapping support to StagedResourceEntity
Fixed ores using the wrong mesh in the distance when partially broken
Subtracting gc_optimizations
Merge from gc_optimizations_2