10,832 Commits over 3,867 Days - 0.12cph!
Scene2Prefab where required
Fixed incorrect animator import settings on cave_canyon_a
Stripped unused animators from prefabs
Added editor script to find unused animators
Scene2Prefab where required
Stripped retired scripts from some prefabs
Stripped INeedsToStartDisabled (we do this for all prefabs anyhow)
Removed LODBatch (obsolete)
Added foliage displacement to foundations
Foliage displacement culling
Fixed joining Craggy Island / Hapis Island servers wiping map cache
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Skin apply coroutine takes optional callback method to call when done
Delayed entity skin changes trigger batching refresh when done
Ensured bushes despawn beyond network distance
Fix for reduced network distance since
19599
Fixed craft canceling sometimes losing resources when inventory is full (RUST-1587)
Client side plant entities pool
Fixed plant skins not recycling
Presumably fixed workshop skin load issue on Windows
Plant skin instantiates are load balanced
Merge from vertex_count_simplification
Experiment: More granular network cells (64 meters per cell instead of 126.5)
Reduced stuttering and GC from workshop skin loading (this needs rethinking)
Added TimeWarning.BeginSample / EndSample (for coroutine profiling inside plugins)
Disabled MaterialColorLerp (memory, performance)
Entity creation is grouped by entity name in profiler
Removed some needlessly deep nested profiler samples
Rust.Workshop plugin has profiler enabled in debug build
More profiler workshop skin profiler samples
Added "itemskins" convar to toggle workshop item skins
Fixed memory leak when workshop skin texture file cannot be found
Added profiler samples to workshop skin loading
Replaced all StartCoroutine(string) calls with StartCoroutine(IEnumerator) calls
Tweaked connect coroutine handling
Fixed ServerMgr indentation
Stripping unused / commented out scripts
Better coroutine profiling
Tweaked renderer_threading and collider_threading convar behaviour (nicer for profiling)
Fixed one stone tier roof piece having no valid tangents