5,910 Commits over 3,867 Days - 0.06cph!
Fixed DecalRecycle and EffectRecycleLite not implementing OnParentDestroying (lol)
When saving, catch any exceptions inside entity serialization so the save coroutine never crashes
Experiment: DontBecomeSolidWithPlayerInside no longer does anything
FIxed editor NRE in PrefabAttribute when modifying certain prefabs
AntiHack.Log only prints to server console on debuglevel 2 or higher
Forgotten UnityEngine.Profiling
World Serialization++
Network++
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Monuments default to "all tiers" on their MonumentInfo component
All remaining monuments (like caves) spawn on all tiers
Eliminated some GC from logging player deaths
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Removed NetworkQueueList.Add profiler sample (profiling test)
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Improved network read and write performance by accessing the stream buffer directly
Fixed ObjectWorkQueue getting count via Linq (wtf2)
Fixed NetworkQueueList getting count via Linq (wtf)
Eliminated a bunch of server logging overhead that could cause frame rate drops
Network groups now use ListHashSet instead of HashSet (allows for faster iteration)
Optimized SendSnapshots and FindInGroup by iterating directly over the networkable buffer
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Fixed error when dropping items
Made RPC parameter handling GC-free
Converted network stream read / write to get / set bytes via unions
Removed union structs from Rust.Global (now in Facepunch.System)
Fixed ListComponent sometimes having instances in its list that are disabled (because they were added in Awake)
EAC integrity violation is logged as error
Fixed rare packet corruption when network encryption is enabled
Merge from weekend_branch_5
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EAC SDK update (Linux fix)
EAC SDK update (outdated Linux 64bit)
Fixed AiManager and DynamicNavMesh serialization fuckups
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