5,953 Commits over 4,171 Days - 0.06cph!
Eliminated GC allocs from MeshPaintableSource
Fixed client side texture memory leak when paintable signs are destroyed (!)
Fixed the default item container hash being the same as the hash of an empty item container (now uses 0xffffff)
Fixed that the fix for RUST-836 was ifdef CLIENT (whoops)
Transform.FindChild (obsolete) -> Transform.Find
Fixed texture / memory leak in HttpImage (+ now using UnityWebRequest)
Disabled LOD_FACE_CROSSFADE multi compiles (should be unused afaik & cause shader compiler errors)
Attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
Attempt to fix RUST-1761 ("Sub-emitters must be children of the system that spawns them" on Hapis)
Subtracting smalluments (will re-add later with other wiping changes)
Second attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
Third attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
Fourth attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
Fixed Rust.Application.isLoading not being set during GameSetup (editor startup)
Fixed client side profiler mismatch in BasePlayer.SendClientTick
Some "using UnityEngine.Profiling;"
Added ProfilerDebug tool to track down profiler sample mismatches
Fixed profiler sample mismatch in RendererCell.RefreshAsync
Added "foliagegrid" editor convar
Fifth attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
Better server startup logging in case this doesn't do it
Removed editor shader warmup (see comment)
Stripped shadervariants asset
Fixed LOD warnings in workshop item viewer
Removed legacy functionality from GameManager
Re-enabled lowercase conversion warning when creating prefabs (standalone)
Removed a number of less important profiler samples to improve profiler stability
Potential fix for crash when closing the game
Fixed skinnables having duplicates of their model and viewmodel bundled with them by moving everything from steamitems.bundle to content.bundle
Combat log now includes an info text when something / someone is wounded or killed
No longer wait for all skins to finish downloading in the loading screen by default (skinwarmup convar)
When loading the map from cache, prefabs spawn async to avoid stalling the client for a long time
Cleaned up asset FileSystem_Warmup by removing unused code
Eliminated some tiny GC allocs from nested coroutines
Updated Facepunch.Unity (fixes manifest download sometimes silently failing)
Switched EAC launcher to the new minimal official one (easier to debug for them, less fucking around for us)
EAC launcher fixes (needs x86 lib)
Reduced memory usage by freeing the world serialization cache after loading the map
Addedd watermap memory usage to world info text
Fixed some problems when repeatedly connecting to the same server in one session
Entity parenting overhaul (this most likely breaks everything)
Save entity position relative to parent entity
Fixed invisible locks on server restart
Fixed thrown weapons and arrows disappearing on impact when hitting entities
Fixed checksum mismatch always clearing world cache on certain platforms
Removed temporary savegame fix for staging servers
Network++
BasePlayer.MaxVelocity takes mount velocity into account
Eye verification distance checks take BasePlayer.MaxVelocity into account
Unified eye verification checks to eliminate duplicate code