10,480 Commits over 4,171 Days - 0.10cph!
UnityWebRequest.GetTexture -> UnityWebRequestTexture.GetTexture (soon: UnityTextureWebRequestTexture.GetTexture, then: UnityTextureWebTextureRequestTexture.GetTexture)
Full plugin rebuild (API changes)
Disabled LOD_FACE_CROSSFADE multi compiles (should be unused afaik & cause shader compiler errors)
Attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
Attempt to fix RUST-1761 ("Sub-emitters must be children of the system that spawns them" on Hapis)
Subtracting smalluments (will re-add later with other wiping changes)
Second attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
Third attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
PrefabParameters now contains a priority
Monuments are ordered by priority when placed
Fourth attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
Fixed Rust.Application.isLoading not being set during GameSetup (editor startup)
Fixed client side profiler mismatch in BasePlayer.SendClientTick
Some "using UnityEngine.Profiling;"
Added ProfilerDebug tool to track down profiler sample mismatches
Fixed profiler sample mismatch in RendererCell.RefreshAsync
Added "foliagegrid" editor convar
Fifth attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
Better server startup logging in case this doesn't do it
Default map size is once again 4k (which means official servers will switch to 4k maps this wipe)
Increased launch site spawn priority to highest
ApplyTerrainAnchorsNew is now the default
Don't cache map in editor
Fixed grass meshes sometimes reaching onto other splats
Updated cliff splatting and topology analysis to better preserve existing values (primarily around mountains and cliffs)
Updated microcliff splat and topology modifiers to make their transition look less horrendous
Fixed some monument prefabs being saved active instead of inactive
Updated supermarket and gas station terrain anchors and terrain adjustment radius / fade for smoother transition
Removed editor shader warmup (see comment)
Stripped shadervariants asset
Fixed LOD warnings in workshop item viewer
Removed legacy functionality from GameManager
Re-enabled lowercase conversion warning when creating prefabs (standalone)
Removed a number of less important profiler samples to improve profiler stability
Potential fix for crash when closing the game
Fixed skinnables having duplicates of their model and viewmodel bundled with them by moving everything from steamitems.bundle to content.bundle
Combat log now includes an info text when something / someone is wounded or killed
No longer wait for all skins to finish downloading in the loading screen by default (skinwarmup convar)
Adjusted EAC auth to prevent timeouts
Pause EAC heartbeat when receiving data
Changed authtimeout default value to 60 seconds
Added playertimeout convar to adjust the "unresponsive" kick time
Improved EAC authentication workflow