10,832 Commits over 3,867 Days - 0.12cph!
Stripped a missing camera component from some nested cameras
Fixed a bunch of missing script behaviours (RUST-1633 and RUST-1628)
Optimized sound / particle parent disconnects
Added InvokeRandomized (like InvokeRepeating but randomizes the interval on every consecutive call)
Replaced Facepunch.Tick with InvokeHandler calls for now (perf, especially when removing)
Forcefully refresh terrain collider after setting the height map (fixes raycast issues with terrain)
Removed player model convars (exploitable)
TrackIR convars are no longer admin-only
Fixed extinguish sometimes being called twice on fire / water entities
Added pooling support to loot containers and collectables
Profiler sample around Protobuf.Entity.Deserialize
Group profiler by entity name in GroupDestroy
Another ArgumentOutOfRangeException
Stripped Mesh.MarkDynamic entirely because it's retarded
Fixed rare ArgumentOutOfRangeException in InvokeHandler
Merge from invoke_handler
Show invoke handler tasks with "perf 7"
Fixed fucked up profiler sample in SoundManager.RequestSoundInstance
Invoke handler implementation
No more Mesh.MarkDynamic (DX9 issue)
More profiler samples for PlayerLoot
Only CancelInvoke when needed inside PlayerLoot
Furthest foliage cell is correctly forced to lowest LOD
Foliage batching cells are as big as the old grass cells
Enforce caching of the mesh from procedural foliage placement in the main thread
Mesh building optimizations
Update plant skin parameters after instantiating the skin (pooling)
Minor fix in WorldSpaceGrid.GridToWorldCoords
Encode instance position offset into texcoord1 on batched meshes
Fixed viewmodel bob looking odd (from the optimizations)
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Enabled entity pooling for tool cupboards
Enabled entity pooling for sleeping bags
Enabled pooling for decorative entities (rugs etc)
Shelves use DecorDeployable and support pooling
Enabled entity pooling on furnaces, campfires and light sources
Fixed OnSendNetworkUpdate not being called when an entity has no subscribers (for EntityFlag_Toggle, RUST-1567)
Presumably fixed vending machines sometimes breaking when placed in doorways (RUST-1574)
Fixed viewmodel Z scale of 0.7 causing iron sight offset (bow + crossbow)
Fixed all throwable weapons referencing the aim point inside the bow prefab (!)
Viewmodel transform caching (more optimizations for sustained gunfire)
Effect recycling optimizations (greatly improved frame rate under continuous gunfire)