5,912 Commits over 3,867 Days - 0.06cph!
Changing the default pool prewarm count to 1 of each instead of 10 of each (some frequently used prefab types still prewarm with 100)
Fixed several errors during demo playback
Merge from multithreaded_networking_3 (disabled by default)
Subtracting multithreaded_networking_2 (problem with world.transfer)
Merge from multithreaded_networking_2 (disabled by default)
Full game manifest update
Reserialize prefabs (these changes can be overwritten if you have changes of an affected prefab on a branch)
BuildingProximity.GetProximity: additional checks added in early December now only run on the server (fix attempt for FPS drop when using building planner)
Fixed xmas dungeons not disabling their environment volume trigger when entering the pool on the client
Fixed several edge cases that could call into EOS API with invalid client handle
Fixed BoundsCheck.ApplyBoundsChecks not doing the correct fallback bounds check when no BoundsCheck components exist (also optimized it a little bit in the process)
Call MissionManifest.Get towards the end of Bootstrap.StartServer to make sure it's cached before players can join the server
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Added convars: steamsendratemin, steamsendratemax, steamnagletime
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Print connection protocol in console instead of integer value
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Fixed error in RustPlatformHooks.ServerParameters when rendering skin icons inside editor (was not handling zero query port correctly when Steam Networking is used)
Added server.netprotocol convar that prints the server protocol tag (rak for raknet or sw for steamworks)
Merge from SteamNetworking_ByDefault
Let's try adding macos back to Rust.Harmony.asmdef to resolve editor errors (will need to ifdef everything out entirely on macos if this doesn't work)
Fixed BiomeTexture error when opening workshop editor
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LoadMapFile has a button to create a new empty / template scene with everything it needs for a map file to be loaded into
Trees have FilterRadius = 2 to ensure some distance from rails
SpawnPopulation contains FilterRadius property to check the spawn filter in a radius
Ensure environment / lighting parameters are updated after loading screens (to prevent outdated lighting until the player starts moving)
Fixed several spawn populations theoretically being allowed to spawn on rail
Fixed reflection probe / ambient light updating slower than intended
Fixed two of the water treatment plant cylinders making the environment super dark when standing inside them
Fixed error in LoadMapFile when importing terrain of different dimensions than the existing terrain
GetInheritedProjectileVelocity comments
LoadMapFile uses the cached splat / height map resolution to support loading custom maps
Cherry picking
74307 (wrong branch)
Stripping ReflectionProbeEx from everything except WaterSystem (doesn't support our new ambient light, has mostly been disabled for a while)