5,953 Commits over 4,171 Days - 0.06cph!
Fixed OnSendNetworkUpdate not being called when an entity has no subscribers (for EntityFlag_Toggle, RUST-1567)
Enabled entity pooling on furnaces, campfires and light sources
Enabled pooling for decorative entities (rugs etc)
Shelves use DecorDeployable and support pooling
Enabled entity pooling for sleeping bags
Enabled entity pooling for tool cupboards
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Fixed viewmodel bob looking odd (from the optimizations)
Encode instance position offset into texcoord1 on batched meshes
Minor fix in WorldSpaceGrid.GridToWorldCoords
Update plant skin parameters after instantiating the skin (pooling)
Mesh building optimizations
Enforce caching of the mesh from procedural foliage placement in the main thread
Foliage batching cells are as big as the old grass cells
Furthest foliage cell is correctly forced to lowest LOD
More profiler samples for PlayerLoot
Only CancelInvoke when needed inside PlayerLoot
No more Mesh.MarkDynamic (DX9 issue)
Fixed fucked up profiler sample in SoundManager.RequestSoundInstance
Merge from invoke_handler
Fixed rare ArgumentOutOfRangeException in InvokeHandler
Stripped Mesh.MarkDynamic entirely because it's retarded
Another ArgumentOutOfRangeException
Group profiler by entity name in GroupDestroy
Profiler sample around Protobuf.Entity.Deserialize
Added pooling support to loot containers and collectables
Fixed extinguish sometimes being called twice on fire / water entities
Removed player model convars (exploitable)
TrackIR convars are no longer admin-only
Forcefully refresh terrain collider after setting the height map (fixes raycast issues with terrain)
Added InvokeRandomized (like InvokeRepeating but randomizes the interval on every consecutive call)
Replaced Facepunch.Tick with InvokeHandler calls for now (perf, especially when removing)
Optimized sound / particle parent disconnects
Fixed a bunch of missing script behaviours (RUST-1633 and RUST-1628)
Stripped a missing camera component from some nested cameras
Stripped a missing script from UI scene (console input field)
Some invoke handler optimizations
Fixed game object creation error in editor when stopping game
Added UpdateHandler and UpdateBehaviour (offer DeltaUpdate that can efficiently sleep for x seconds)
Optimized LightEx using DeltaUpdate (update rate now decreases smoothly with distance from camera)
Fixed player collision corruption on die / respawn cycle (RUST-1642)
Added BufferList to Rust.Global (list that exposes its backing array for fast iteration)
Optimized InvokeHandler and UpdateHandler by reducing their iteration overhead
ListHashSet and ListDictionary use BufferList and take an initial capacity in their constructor
Fixed metal chest plate (sometimes?) being invisible (RUST-1637)
Fixed RustBuilder not building all all platforms as debug build