10,480 Commits over 4,171 Days - 0.10cph!
Reverted Auth_Steam to version from main (just to be safe)
When loading the map from cache, prefabs spawn async to avoid stalling the client for a long time
Cleaned up asset FileSystem_Warmup by removing unused code
Eliminated some tiny GC allocs from nested coroutines
Updated Facepunch.Unity (fixes manifest download sometimes silently failing)
Switched EAC launcher to the new minimal official one (easier to debug for them, less fucking around for us)
EAC launcher fixes (needs x86 lib)
Reduced memory usage by freeing the world serialization cache after loading the map
Addedd watermap memory usage to world info text
Fixed some problems when repeatedly connecting to the same server in one session
Entity parenting overhaul (this most likely breaks everything)
Save entity position relative to parent entity
Fixed invisible locks on server restart
Fixed thrown weapons and arrows disappearing on impact when hitting entities
Fixed checksum mismatch always clearing world cache on certain platforms
Removed temporary savegame fix for staging servers
Network++
BasePlayer.MaxVelocity takes mount velocity into account
Eye verification distance checks take BasePlayer.MaxVelocity into account
Unified eye verification checks to eliminate duplicate code
Error message typo fix ("Trying to to child" -> "Trying to parent to child")
Fixed IOnPostNetworkUpdate regression (torch randomly getting switched off)
Toggling grass shadows force-refreshes grass meshes
Added TerrainCollisionProxy (handles terrain carving for wheel colliders)
Fixed UpdateRotationFromNetwork working with world rotation instead of local rotation
Eliminated GC allocs from SkinnedMultiMesh.UpdateLODGroup
Removed BoneFollower (eliminates client side GC + some processing overhead)
Fixed parenting on bradley and heli loot crate fireballs
Merge from weekend_branch_2
Added RAM usage to perf text
Changed Windows RAM usage API to be similar to resource monitor
Only twig foundation and floor building blocks can bypass building privilege
Tweaked barricade placement sockets, prevent building volumes and damage volumes
Reduced barricade collision mesh scale (hack until the models are updated)
Temporarily subtracting BoneFollower changes
Vector2i, Vector3i, Vector2b, Vector3b implement IEquatable
Reverted barricade collider scale hack
Tweaked high external wall barbed wire damage volumes
Barricade collider updates
Added barbed wire damage triggers to new high external gate
Updated deploy volumes / socket tests on high external walls
Can place large furnace under floor grills even after the floor grills have already been placed
BaseNpc implements MaxVelocity
Raw and spoiled meat no longer goes straight to belt when picked up
Fixed BaseNpc serialization mismatch in CLIENT / SERVER (also fixes compilation error)
Wooden ladders can be stacked to 5
Can repair damaged ladders
Can stack items that have condition if their condition is maxed out
Removed BoneFollower (client optimization), second attempt
Changed biome and splat terrain maps from AOS to SOA memory layout (far better compression)
Improved world serialization
Reduced resolution of some terrain maps