5,942 Commits over 4,018 Days - 0.06cph!
Fixed server asset bundle build time and error spam
Let's try SaveAssets after StopAssetEditing (?)
Removed clusterfuck from HTN Definition<T> class that was throwing exceptions during build
Removed ItemIcon.DoPrepare warning
Fixed server console being empty in release builds
Attempt to fix insane server asset bundle build time
Ignore "kinematic bodies with CCD enabled are not supported! CCD will be ignored." bullshit error because a million things are temporarily setting rigidbodies to kinematic on the server
Only spawn PerformanceUI on the client
Merge from unity_2018.3.3
Removed rigidbody from clientside NPC CH47
Disabled prefab pool debug mode in development builds (now only enabled in editor)
Tweaked EntityLink memory pool size
Added building instance pooling to building manager on the client (GC)
Clear Log.EAC.txt on server start
Adjusted client.maxreceivetime default value to 10ms (was 5ms)
Adjusted server.entitybatchtime default value to 1.0s (was 0.5s)
Renamed server.maxentitiespersecond to server.entitybatchsize
Added server.entitybatchtime (0.5s by default)
Changed network cell size from 64x64 to 32x32
Ensure that players are always immediately subscribed to their own network cell (fixes rubber banding regression from 31306)
Limit player network cell subscription rate on the server (to fix client frame rate drops)
Reduced client.maxreceivetime to 5ms by default (from 20ms)
Added server.maxentitiespersecond (100 by default)
Added building instance pooling to building manager (GC)
Additional client profiling
Fixed a potential NRE in CLIENT_PendingInvite
Additional client profiling
Added pooling to ceiling lights
Implemented IOEntity.ResetState
Fixed profiler mismatch in RelationshipManager.FindByID
Increased multibox pruning broadphase world subdivisions to max (physics perf test)
Fixed asset warmup perf regression from
31041
Enabled multibox pruning broadphase (physics perf test)
Removed rigidbodies from various clientside entities that were previously using kinematic rigidbodies
Add WorkshopSkin and MaterialReplacement components to skinned entities in prefab preprocessing to avoid runtime stutter
Loading screen status tweaks when spawning and respawning
Fixed that sometimes entities were missing until they sent a new network update when switching spectate targets
No longer force full snapshots when spawning / respawning (this will probably break everything)
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Fixed sometimes getting fall damage when respawning (RUST-38)
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Fixed deployable rotation via R key when deploying freely at an angle
Correctly damage parent entity when explosive is attached to lock (RUST-243)