5,910 Commits over 3,867 Days - 0.06cph!
Send network update when healing entities using upkeep
Fixed server save timings ignoring the majority of the stall time
Stripped server schema refresh (fixes server stall every 30 minutes)
Added server timestamp correction to network interpolation
Network++
Print full exception when "error loading save" happens
Fixed player view direction going fubar with extrapolation (still some problems, should probably be disabled altogether for players due to delta updates)
Network extrapolation also uses slerp instead of lerp for rotations
Fixed that network interpolation velocity smoothing wasn't working correctly
Interpolate rotations with slerp instead of lerp
Fixed vis.lerp ghosting (and some ddraw ghosting in general)
Don't spawn bradley while still loading
Imposter is IClientComponent
Devs can craft all workshop skins if "unlock all items" is set in the editor
Added some item schema debug convars (autoschema, loadschema, printschema)
Run FileSystem_Warmup on dedicated servers
Fixed projectile particle systems no longer playing after being pooled
Added network extrapolation smoothing
Increased default network extrapolation time
TimedExplosive no longer attach to the entity pivot position when hitting other TimedExplosive
Fixed regression that sometimes made explosives invisible when attached to doors
Disabled entities remain in their object hierarchy on the client (should be more solid, less error prone)
Fixed parenting regression when timed explosives attach to entities
Retired parentLocalPos and parentLocalRot
Fixed network extrapolation not being allowed to go further than the last tick delta
Improved network extrapolation velocity estimate
Invalidate workshop skin cache when new skins have been found by the server (no more server restart required to apply newly released skins to items)
Adjust network lerp record time as need when increasing the lerp convars
Allow vis.lerp when playing back a demo
Removed BoneFollower (improved performance, better foundation for future features)
When creating world objects of projectiles, set their position / parenting before sending out the network update (this may fix all sorts of oddities)
Network++
Removed GetEstimatedWorldPosition & GetEstimatedWorldRotation from entities (no longer does anything, access transforms instead)
Removed UnparentOnDestroy from several silenced gunshot effects (breaks effect pooling, appears to be redundant)
Added projectile pooling (gunfight performance)
Added pool.projectiles convar (default = true)
Added "storage" protocol version
Disabled client file cache (test)
Added client file cache corruption detection (+ automatic resolution)
Fixed some (legacy?) skins not being applied
mesh.quality and tree.quality once again allow values up to 1000 if set via console (for rustafied)
Don't disable billboard culling on SpeedTree billboards (only on our own imposters)
Slight tweaks to tree quality behaviour
Don't cull tree billboards if tree quality is above 50
Switch to tree billboards sooner if tree quality is below 100
Refresh foliage grid when adjusting grass quality
Ceil tree and mesh quality convars at 200 (same as UI)
Fixed stutter whenever a painted sign texture is stored in the file cache on the client
Rubble pile material fixes
Shipping container material fixes
Environment volume ambient multiplier tweak for less jarring transition
Potential fix for some painted sign textures disappearing on server restart
reflection.quality defaults to 1 (until reflection probe ex)
Facepunch.Steamworks rollback to release branch
Temp rollback of some workshop changes that rely on latest Facepunch.Steamworks
Fixed build preprocessing stripping certain conditional models from foundations and roofs
Building block conditional model state is now networked (much faster, essentially zero overhead on the client)
Conditional models can specify whether or not they're instantiated on client / server (optimized server memory usage)
Network++
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