5,422 Commits over 4,444 Days - 0.05cph!
EAC SDK update (Linux fix)
Merge from weekend_branch_5
Fixed rare packet corruption when network encryption is enabled
EAC integrity violation is logged as error
Fixed ListComponent sometimes having instances in its list that are disabled (because they were added in Awake)
Removed union structs from Rust.Global (now in Facepunch.System)
Converted network stream read / write to get / set bytes via unions
Made RPC parameter handling GC-free
Fixed error when dropping items
Network groups now use ListHashSet instead of HashSet (allows for faster iteration)
Optimized SendSnapshots and FindInGroup by iterating directly over the networkable buffer
Eliminated a bunch of server logging overhead that could cause frame rate drops
Fixed NetworkQueueList getting count via Linq (wtf)
Fixed ObjectWorkQueue getting count via Linq (wtf2)
Improved network read and write performance by accessing the stream buffer directly
Removed NetworkQueueList.Add profiler sample (profiling test)
Eliminated some GC from logging player deaths
Monuments default to "all tiers" on their MonumentInfo component
All remaining monuments (like caves) spawn on all tiers
World Serialization++
Network++
Forgotten UnityEngine.Profiling
AntiHack.Log only prints to server console on debuglevel 2 or higher
FIxed editor NRE in PrefabAttribute when modifying certain prefabs
Experiment: DontBecomeSolidWithPlayerInside no longer does anything
When saving, catch any exceptions inside entity serialization so the save coroutine never crashes
Fixed DecalRecycle and EffectRecycleLite not implementing OnParentDestroying (lol)
Merge from building_system_3.1
Added shell protection to 1/2 and 1/3 walls
Changed health of 1/3 wall to same as other walls
Fixed Barren startup error
Updated road physic material
Log error when baking terrain heightmap while the terrain is on the wrong layer