5,949 Commits over 4,079 Days - 0.06cph!
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
Optimized Anisotropic Filtering and Trilinear Filtering settings on workshop skins (perf)
No longer globally force the minimum AF setting on all textures, only limit the maximum instead (perf)
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Adjusted maxrpcspersecond default value
Optimized BasePlayer.Find_Clientside / FindByID_Clientside / RegisterForVisibility / UnregisterFromVisibility / ClearVisibility
Added maxpeerspersecond client convar (counteracts P2P packet flooding)
Small tweaks to the small clutter rock scales
Forgot to save after adding a comment
Fixed viewmodel going crazy when ADS immediately after weapon deploy
Fixed fucked up viewmodel flickering when spamming RMB
Let's delete these third party assets and see what happens
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