10,834 Commits over 3,867 Days - 0.12cph!
Spawn groups scale up their respawn rate with increasing player counts
Added spawn.player_base convar (base player count from which on we will scale up the loot respawn rate)
Added spawn.player_scale convar (how much to scale up the loot respawn rate with increasing player counts)
Added spawn.scalars console command (displays the current spawn scaling parameters)
Rewrote network group updating to be more robust with entity parenting
Fixed airfield monument crashing the world generation on some seeds
Added pooling support to renderer and collider batching
Added pooling for the conditional models of buildings
Added support for registering any game object as a prefab at runtime (so we can pool runtime-generated objects)
Players in limbo (server join without a sleeper) are in group 1 (instead of null)
Network++
Fixed delayed network group subscription when spawning as sleeper (caused delayed entity loading)
Disabled caves (postponed due to performance issues)
Network++
Save++
Merge from prefab_pooling_2 (for testing, disabled by default)
Added pool.mode convar (defaults to prefab pooling v1 for now)
Disabled rain until we can actually make it not fall through everything
Fixed players who joined a server but haven't spawned yet being in a network group and subscribed to surrounding network groups
The "subscriptions" console command can now also be called on the server (returns group subscription state from the server)
Made a few more warnings developer > 0 and added additional warnings for networking group subscription states
Fixed ambient light adjustment inside player buildings being reversed
Deployable component is now prefab attribute (stripped from instances, reduced memory usage)
Retired EntityDisabled script (needless component overhead)
Only log building privilege warning if developer > 0
Prototyped a better, low-overhead variant of prefab pooling
Hacked around UI canvas overhead on grass displacement camera
Correctly apply ambient multiplier at runtime
Enabled player model pooling by default (testing)
Only log gib warning if developer > 0
Reduced GC from gibs
Fixed power substation scenes missing SceneToPrefab tag
Improved Scene2Prefab preprocessing
Log warning when moving entity to group we are not subscribed to
Only log group subscription warnings if developer > 0
Pause editor when Steam initialization failed
Client keeps track of subscribed network groups, warns when something fishy happens
Network++
OSX FacepunchSteamworksAPI fixes
Merge from main
Network++
Updated all CSProj pre and post build tasks to MSBuild syntax (platform agnostic)
Added new weapon mod world models to bundles
Network++
Disabled pool.player_model by default for now
Network++
Fixed NRE when sign is destroyed within RequestTextureUpdate delay