5,937 Commits over 3,987 Days - 0.06cph!
Catch and print exception in Rust.Demo.Indexer instead of throwing it (to allow playing back certain corrupt demos)
Steam auth NetworkIdentityFailure no longer reported as nondescript Invalid
Reverting bundle tests from last week
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Demo recording thread safety
Moving more stuff to textures.split.split.bundle (test)
Updating macOS launcher for macOS Sonoma support
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Network++ (isolating staging in case we cherry pick the previous changes with protocol 2400 to release)
Subtracting the subtract of
84325 (merge conflicts)
Add water.scaled_time convar
Added ReflectionMask property to the "Environment Properties" asset to adjust the layers that are included in reflections
Added reflection.forceupdate convar to quickly update world reflections even if stationary
Log warning when ItemSkin.icon is unset instead of failing the build
Merge from main/shader-improvements/merge
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Fixed index mismatch on conditional model test when spawning creation gibs ("Shipping Container conditional roof building gibs inaccurate")
Fixed main skin object not being moved out of the way if conditional models were spawned (creation gibs partially occluded / Z fighting)
No longer repair building block when sidegrading (changing skin without changing tier)
No longer reset building block rotate timer when sidegrading (changing skin without changing tier)
Fixed weird sound loop when spam-clicking enable / disable building skins button while releasing right mouse button
Enable / disable building skins buttons are now triggered when releasing the mouse button rather then pressing it to prevent multiple triggers in a row when holding down the mouse button slightly too long
Fixed unnecessary GC when refreshing hammer radial menu
Fixed missing phrases for enable / disable building skins buttons in hammer radial menu
Subtracting
80268 (facepunch_pool_2) due to reports of server performance regressions
Fixed network read thread spinning unless decrypt queue is at capacity
Enabling multithreaded networking by default for both client and server
Adding -nonetworkthread startup parameter to disable multithreaded networking
Reducing min NetRead and NetWrite buffer sizes from 4kb to 2kb
Reducing min NetRead and NetWrite buffer sizes from 8kb to 4kb
Forcing recompile of wire shader
Reducing MinNetWriteBufferSize and MinNetReadBufferSize (testing)
Potential EnqueueWrite NullReferenceException fix
Adding Facepunch.ArrayPool
Adding print_arraypool for debugging / monitoring
Changing MaxReceiveTime back to 20 (previous default value) for better comparability
Adjusting NetRead and NetWrite pool buffer sizes to eliminate chance for spills even when network queue convars are adjusted
Call EnterPool even when object is spilled (so any cleanup in there is still performed, which lots of existing code assumes will happen)