5,953 Commits over 4,171 Days - 0.06cph!
Enabled all player pooling functionality by default on 64bit systems (finally)
Shortened prefab name in print_prefabs
Fixed buggy chat visuals with pool.mode 2
Slightly faster LightEx / LocalPositionAnimation
Reverted EAC server binaries
Reverted effect references on deployable building parts (hoping those are all)
Fixed building placement guide with pool.mode 2
Fixed animator hash / layer warning on startup
Another minor LightEx / LocalPositionAnimation optimization
Combat log includes timestamp
Fixed issues with some pool.mode set to 2
Shelves can no longer be placed on deployables (RUST-1258)
Fixed layers on two trees
Fixed nametag issue with pool.mode set to 2
Changed pool.mode default value to 2 for faster game object pooling (testing)
Fixed pumpkin stacking (RUST-1450)
Fixed MovementSounds issues
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Fixed door animation snapping with pool.mode set to 2
Fixed rare and random building LOD flickering with pool.mode set to 2
Fixed client side socket handles sometimes not destroying
Added pooling to client side lock entities
Various script optimizations
Disabled PropRenderer.Update
Fixed name tags on sleepers sometimes not disabling completely
Fixed legacy LODGroup on code locks not disabling when pooled
Fixed fantastic graphics preset having fucked up shadow cascade settings
Forced sign shader recompile
Fixed building parts occasionally not disabling after being batched (causing draw call performance issues)
Added batching to non-moving parts of shop fronts
Changed view model prefab references to GameObjectRef
View models are instantiated via the game manager
View models log an error when shit is fucked
Fixed missing item in the editor builder loading
Merge from save139 (caves)
Fixed NREs from entities that spawn as child objects of cave pieces
Fixed mesh pop in (cave_large_hard)
Fixed mesh pop in (cave_large_sewers_hard)