5,970 Commits over 4,383 Days - 0.06cph!
PrefabPool debug checks are ifdef'd (disabled by default)
Prefab instantiate shows prefab name in profiler
More profiler samples in player tick processing
Looting RPC profiler samples
▌ ▅▋▋▆▌▄▇▌ ▍▆▍▊▅▄ ▍▍▉▄█▇ ▇█ ▌▅▉ ▆▋█▌▊▊
Cherry picking ignore.conf
Merge from foliage_system
Fixed one stone tier roof piece having no valid tangents
Tweaked renderer_threading and collider_threading convar behaviour (nicer for profiling)
Better coroutine profiling
Stripping unused / commented out scripts
Fixed ServerMgr indentation
Tweaked connect coroutine handling
Replaced all StartCoroutine(string) calls with StartCoroutine(IEnumerator) calls
Added profiler samples to workshop skin loading
Fixed memory leak when workshop skin texture file cannot be found
Added "itemskins" convar to toggle workshop item skins
More profiler workshop skin profiler samples
Rust.Workshop plugin has profiler enabled in debug build
Entity creation is grouped by entity name in profiler
Removed some needlessly deep nested profiler samples
Disabled MaterialColorLerp (memory, performance)
Added TimeWarning.BeginSample / EndSample (for coroutine profiling inside plugins)
Reduced stuttering and GC from workshop skin loading (this needs rethinking)
Experiment: More granular network cells (64 meters per cell instead of 126.5)
Merge from vertex_count_simplification
Plant skin instantiates are load balanced
Presumably fixed workshop skin load issue on Windows
Fixed plant skins not recycling
Client side plant entities pool
Fixed craft canceling sometimes losing resources when inventory is full (RUST-1587)
Fix for reduced network distance since
19599
Ensured bushes despawn beyond network distance
Skin apply coroutine takes optional callback method to call when done
Delayed entity skin changes trigger batching refresh when done
▌ ▋▌▋▉▋▉▋▌ ▋▍ ▄▍▍▌▊ ▇▌ ▇▉▄▄ ▇▉▆▊
Fixed joining Craggy Island / Hapis Island servers wiping map cache
Foliage displacement culling
Added foliage displacement to foundations
Stripped INeedsToStartDisabled (we do this for all prefabs anyhow)
Removed LODBatch (obsolete)
Stripped retired scripts from some prefabs
Scene2Prefab where required
Added editor script to find unused animators