5,909 Commits over 3,867 Days - 0.06cph!
SelectedBlueprint / BlueprintCategoryButton optimizations
SendNetworkUpdate_Position profiling
Fixed performance issues caused by DateTime.Now
Stuff spawned with entity.spawn always faces the camera
Trees are pooled
Trees no longer spawn their skin as separate object (now a nested prefab instance on the entity)
Added tree.global_broadcast server startup parameter
Fixed IndexOutOfRangeException on reconnect
Packet handling profiling
Another demo fix for cinematic_play and cinematic_stop
Added server.cinematic convar to enable the cinematic convars for all players
Removed some initial global tree snapshot overhead
Fixed initial global tree snapshot not working
Added cinematic_play and cinematic_stop to demos
Added target player as optional second argument to cinematic_play and cinematic_stop
Added cinematic_list to print list of available cinematic animations
Added eye_blinking and eye_movement convars
Merge from playeranimator_swap_test
Skin.ReadDefaults NRE fix
Merge from unloadprefabs_2
Forced world serialization rebuild to refresh world file on clients that joined a new server and servers that wiped today
Scene2Prefab on swamps to fix checksum mismatch (Plastic subtract fuckup?)
Forced world serialization rebuild to refresh world file on clients that joined a new server and servers that wiped today
Disabled GraphicsRaycaster component on ChippyGame (perf)
Disabled raycast target on world UI of Chippy arcade and vending machine (performance)
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Packet handling profiling
AI sense performance improvements at the cost of animals no longer sensing NPCs (but NPCs also no longer doing expensive visibility checks on other NPCs)
Switched back to multibox pruning broadphase for better physics performance, particularly on the server
Added skin memory usage to print_loaded_skins
Enabled skin unloading by default for everyone
Merge from position_lerp_3
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Horses use flesh collider material (for blood effects)
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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