5,912 Commits over 3,867 Days - 0.06cph!
Optimized SkinnedMultiMesh GetComponentsInChildren calls
Optimized SkinnedMultiMesh LODGroup stripping
Experiment: Alternative to BroadcastMessage.OnParentDestroying
Enabled player mesh pooling by default on 64bit systems
Fixed some climate blending OnGUI hack failing to compile when setting editor to server-only
Retired ItemIdentity (no longer used, removes a bunch of overhead)
Fixed various issues with player model pooling (still disabled by default)
Reset lerp smoothing whenever entity lerping is snapped to the end point
Initialize lerp start position whenever entity lerping is started
Added stabilityqueue and surroundingsqueue convars (time building stability + surroundings are allowed to take)
Reset entity position lerp curve when lerping is disabled
Fixed players sometimes appearing with wrong name, gender or skin tone (RUST-981)
Fixed ore spawners in the military tunnel monument
Fixed swimming being a pain in the ass in the military tunnels
Adjusted muzzleboost firing rate scalar to compensate for the full auto repeat delay fix
Added two more projectile rejection cases to combat log
Hit area in combat log is lower case
Merge from prerelease, hold on to your GPUs
Fixed fucked up variable name in FlameThrower.cs
Keep displayed and reported performance data separately
Update FPS counter in menus as well (only exclude menu FPS from reported stats)
Better frame rate independence for fully automatic weapons
Properly reset entity skin when it's changing back to the default skin (happens on pooled wooden boxes)
Fixed armored door hatch animation sometimes playing (fuck you Mecanim)
MeshReplacement and SkinSet also update the renderer root bone
Refresh skinned mesh renderer bone cache when mesh changes (because of gender or race)
Disabled pool.players by default again (more testing)
Only wooden boxes and large wooden boxes are pooled, not all entities that inherit from StorageContainer
Eliminated hasEntityMenu computation from ClientInit (slow)
Disabled entity pooling on furnaces + campfires for now (VFX stuck)
Enabled entity and player pooling by default on 64bit systems
ItemIcon NRE fix (for real)
Clear LOD group when clearing player mesh (should fix duplicate LOD group warning with player pooling enabled)
Fixed onInventoryChanged event being called every time a shot is fired
Merge from player_pooling (disabled by default)
Fixed onInventoryChanged event being called for every player
Replaced BasePlayer.LocalPlayer with LocalPlayer.Entity
Replaced GlobalMessages.onInventoryChanged.Call with LocalPlayer.OnInventoryChanged
Only initialize door animators if required when leaving the pool
Entity destruction priority fix
Fixed server duplicate key exception
Building block skin pooling is also load balanced
Building entities have higher destruction priority than other entities during deferred destruction
Deferred entity destruction tweaks
Some changes for more accurate profiling
Optimized entity realm list access on both client and server (FindInGroup + GetEnumerator)
Load balanced destruction of all client side combat entities
Added maxreceivetime convars for pool testing