5,912 Commits over 3,867 Days - 0.06cph!
Some "using UnityEngine.Profiling;"
Fixed client side profiler mismatch in BasePlayer.SendClientTick
Fixed Rust.Application.isLoading not being set during GameSetup (editor startup)
Fourth attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
Third attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
Second attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
Subtracting smalluments (will re-add later with other wiping changes)
Attempt to fix RUST-1761 ("Sub-emitters must be children of the system that spawns them" on Hapis)
Attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
Disabled LOD_FACE_CROSSFADE multi compiles (should be unused afaik & cause shader compiler errors)
Fixed texture / memory leak in HttpImage (+ now using UnityWebRequest)
Transform.FindChild (obsolete) -> Transform.Find
Fixed that the fix for RUST-836 was ifdef CLIENT (whoops)
Fixed the default item container hash being the same as the hash of an empty item container (now uses 0xffffff)
Fixed client side texture memory leak when paintable signs are destroyed (!)
Eliminated GC allocs from MeshPaintableSource
Moved Rust.Data.Test to use the same folder structure as the other plugin tests
Deleted Plugins/ProtoBuffers (empty csproj)
Changed item container hash from massive string to CRC32 hash (eliminates GC allocs)
Eliminated GC allocs from UpdateClothingItems
Added Union64 to Rust.Global
Fixed CRC.Compute32 discarding the passed CRC value
Added CRC.Compute32 and CRC.Compute64 overloads that take numerical types
Retired TextureUtils (GC alloc galore)
Added GC-free Texture2D.Clear extension method
Added schematime convar (inventory schema refresh interval)
Eliminated GC allocs from FileStorage / Signage / UIPaintableImage / MapEntity by smarter caching (TODO: make async)
Fixed WaitForSecondsRealtime being broken
Added additional profiling to UpdateInventoryFromSchema
Merge from weekend_branch
Disabled dynamic batching (experiment)
Reverted some buffer pre-allocations (memory usage)
Profiling, cleanup, small GC optimizations
Adjusted default buffer sizes of collider groups, renderer groups, foliage groups and LOD cells
Remove foliage groups when they are empty (similar to renderer / collider groups)
Reduced GC allocs in SelectedBlueprint.RefreshBlueprint
Log warning when trying to create attachment on viewmodel without model component
Reduced sky brightness slightly
Fixed material / memory leak in Bradley TreadAnimator component
Reduced or eliminated GC allocations from Transform.FindChildRecursive (only used by UI)
Viewmodel attachments use Model.FindBone instead of Transform.FindChildRecursive (more efficient since cached)
Removed AttachToBone (unused, inefficient)