5,422 Commits over 4,444 Days - 0.05cph!
Added BuildOptions.EnableHeadlessMode just to Linux server build to see if that eliminates the need for manually adding "-nographics"
Corpses no longer inherit the network group from their parent (should greatly reduce cargo ship networking overhead)
Dropped items no longer inherit the network group from their parent (should greatly reduce cargo ship networking overhead)
NPCs no longer inherit the network group from their parent (similar to players, should greatly reduce cargo ship networking overhead)
Added ParticleSystemIK to flamethrower (fixes third person flame direction)
Added ParticleSystemIK (please refer me to a mental asylum)
Fixed RUST-303 (hopefully?)
Fixed player step detection glitchiness on stairs
Merge from skin_unloading_2
When unparenting entities in DoServerDestroy, keep their world position so they don't warp to world origin for the rest of the frame
Fixed another race condition in skin unloading that could corrupt loaded skins
Doorways render as full walls in reflection pass to prevent light bleeding
Set editor and standalone default graphics quality to highest (for terrain painting, ffs Unity)
Enabled incremental GC and added a bunch of convars
Fixed another race condition in skin unloading that could corrupt loaded skins
Merge from unity_2019.1.0 (now actually 2019.1.1)
Fixed race condition in skin unloading that could corrupt loaded skins
Merge from skin_icons (fixes invisible or weird looking icons on newly approved workshop skins)
Deployer also sets skin ID when deploying to socket (for water purifier)
Fixed some old deployables not having a model component yet (now required to apply skins)
Disabled GPU skinning on Linux
Eliminated GC alloc from BaseEntity.UpdateParenting
Merged skin approval files from easter branch
Fixed that workshop skin assets would sometimes not load even though they were referenced
Fixed that workshop skin would sometimes not be applied to entity (when it was disabled on the client)
Enabled skin unloading by default if system RAM is close to minimum requirement
Removed second grabpass from background blur shader
Restored prefab label assignments (manifest issues on new prefabs)
Restored BaseNetworkable label assignment (manifest issues on new entities)
Merge from skin_unloading
Updated M39 material to specular workflow (for skins)
Fixed riot hat skinnable entity reference
Disabled pooling on player ragdolls (attempt to curb the ragdoll space program)
Server fall failsafe to ensure it never moves upwards
Server side fall spherecast starts at player center point to avoid falling through objects under certain conditions
Decreased effect pool size again
Increased projectile pool size
Increased effect pool size
Optimized Model.FindBone (particularly during continuous gunfire)