5,912 Commits over 3,867 Days - 0.06cph!
Debris / ragdolls and shit no longer prevent you from picking up / interacting with objects behind them
Fixed boostrap not updating the loading screen text
Fixed bow sometimes spamming RPCs to server
Updated native plugins for Linux (built with older version for backwards compatibility)
More details in combat log when rejecting attacks for various reasons
Network++
Lowered maxtickspersecond default value to 300 (from 1000)
Increased maxpacketspersecond default value to 1500 (from 1000)
Fixed Rust.Data error when building plugins somewhere other than Windows
Recreate empty client network group provider when leaving / reconnecting server
Optimized EntityRealm.FindInGroup (saves around 30ms per network group leave)
Eliminated GC from client side entity group switching
Skin texture load memory management fix
Updated native plugins (Linux)
Updated native plugins (Win + OSX)
Added updatebatchspawn convar (used instead of updatebatch when spawning, improves receiving data performance)
Updated native plugins (Win + OSX, Linux to follow)
Merge from async_texture_loading
Scene2Prefab for loading screen
Reverting accidentally commited ProjectSettings
Added skip button to skin download stage of the loading screen for when Steam is having trouble or the download gets stuck
Tree colliders count as grounded in the server side player movement checks
Consumable items try to go straight to belt when picked up
Stackable items prefer item containers that already contain other items of their type when picked up
Adjusted maxrpcspersecond default value (now 200)
Added instancing support to foliage displacement pass
Print counter in loading screen when downloading / processing skins
Keep connection alive when waiting for skins
Network++
Some code cleanup in preparation of more custom instancing
Added workshop.print_skins console command
Code formatting on some random files
Added skinwarmup convar (waits for skin downloads to finish before joining a server)
Added smooth distance fadeout to new foliage system
Added randomized scale to new foliage system
Added value noise to new foliage system
Added randomized tinting to foliage shader (still disabled)
Checked the instancing checkbox on some decals that didn't have it set
Fixed all animals spawning invisible bear footprints in a fucked up convoluted mess
Subtracting
20975 because it fucked the bolt action recoil animation (classic gooseman)
Removing fucked component reference from server.prefab
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Merge from decal_instancing
All BatchKey structs now implement IEquatable (eliminates GC when used as key in dictionary)
Fixed item info showing up as null when destroying world items due to invalid position
Silenced TrackIR error when DLL was not found even though it exists in the registry
Added decal.clear console command