10,832 Commits over 3,867 Days - 0.12cph!
SavasIsland uses new foliage
Fixed terrain anchors being ignored on clutter
Subtracting EAC API updates (let's try again next week)
Only set isGameInitRun when it actually succeeded
Density / distance tweaks
Spawn snow mounds and snowballs as clutter (might need some more tweaks)
EAC profiling + hopefully GC fix
Deleted old terrain atlases (PNG)
Updated terrain texture atlas
EAC networking fix
Network++
Updated Facepunch.Raknet plugin
EAC API updates (attempt 2)
Fixed animal model root bone references often being the parent game object instead of the root bone of the rig
Eliminated more GC allocs from Ragdoll / RagdollInheritable
Subtracting EAC API update
EAC API update (client side)
Network++
Eliminated GC allocs from RagdollInteritable.Inherit
Eliminated GC allocs from Ragdoll.RagdollSetup
Fixed weird profiling in SkinnedMultimesh.BuildBoneDictionary
Enabled prefab pooling on rotting flies effect
Eliminated GC allocs from Projectile.DoMovement
Converted some remaining stuff to invoke handler
NPCPlayer uses invoke handler (particularly due to CancelInvoke)
Added IsInvoking to invoke handler
Bundling preprocessing fix
Optimized Model.FindBone and Model.FindClosestBone and made them GC free
Populate model bones (transform list and name list) in prefab preprocessing to avoid runtime GC
Reduced GC caused by quickcraft (progress but still sucks)
Optimized SkinSet (player gender / race setup)
Instantiate ore hotspot flare as effect
Only add ore hotspot flare when close (eliminates update overhead in the distance)
Enabled entity pooling on ore hotspots
Enabled effect pooling on ore hotspot flare
Updated renderer native library (Linux & OSX)
Updated some spawn population parameters, increased junkpile spawn attempts
Added SpawnAttemptsInitial and SpawnAttemptsRepeating parameters to spawn populations
Removed another pointless component from the radtown stone ore
Removed spawnable component from radtown ores
Adjusted texture resolution curve on the various quality presets, let's see how this looks
Excluding some prefabs from asset warmup since they're not always required and will be loaded later when loading the map
Removed some 32bit specific code
No longer save assetwarmup and prefabwarmup convars (should always be enabled, only use for debugging)