5,942 Commits over 4,018 Days - 0.06cph!
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
Fixed missing building block placeholder mesh on pooled building blocks
Added pooling support to storage containers and doors
Added ResetState to BaseNetworkable (meant to reset entity to instantiation state)
Enabled sound pooling by default on 64bit systems
Fixed several "Cannot play disabled audio source" warnings
Deferred mesh decal rollback
Hopefully fixed a case where the player view direction was not shown correctly to clients (RUST-1154)
Increased effective distance of rifle bullets
Adjusted bolt action damage so coffecan helmets let you barely survive one headshot (as they did before the damage buff)
Fixed some GC spam from auto turrets
Server side interaction checks for everything
Increased rifle and pistol projectile base damage from 40 to 50
Changed some pooling console commands
Added meleedamage, arrowdamage, bulletdamage and bleedingdamage server convars
Added meleearmor, arrowarmor, bulletarmor and bleedingarmor server convars
Doubled projectile radius of shotgun buckshot and handmade shells
Merge from entity_pooling (disabled)
ProjectVersion / ProjectSettings auto updates