10,834 Commits over 3,867 Days - 0.12cph!
Fixed Skin.LoadAssets NREs
Fixed client player tick rate not being set when connecting to sleeper
Renamed physics.batchsync to physics.batchsynctransforms (similar to physics.autosynctransforms)
Added physics.batchsync convar (only does a single physics transform sync for all player server updates, default = false)
Added physics.autosynctransforms convar (only for testing)
Added player.tickrate_cl and player.tickrate_sv convars (both are set on the server)
Optimized Vis.Entities / Vis.Components / Vis.EntityComponents further
Stripped collider batching entirely to fix some remaining performance overhead (particularly in Vis.Entities / Vis.Colliders)
Improved entity registry performance (particularly ToBaseEntity)
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Merge from network_lerp_3
SelectedBlueprint / BlueprintCategoryButton optimizations
SendNetworkUpdate_Position profiling
Fixed performance issues caused by DateTime.Now
Stuff spawned with entity.spawn always faces the camera
Trees are pooled
Trees no longer spawn their skin as separate object (now a nested prefab instance on the entity)
Added tree.global_broadcast server startup parameter
Fixed IndexOutOfRangeException on reconnect
Packet handling profiling
Another demo fix for cinematic_play and cinematic_stop
Added server.cinematic convar to enable the cinematic convars for all players
Removed some initial global tree snapshot overhead
Fixed initial global tree snapshot not working
Added cinematic_play and cinematic_stop to demos
Added target player as optional second argument to cinematic_play and cinematic_stop
Added cinematic_list to print list of available cinematic animations
Added eye_blinking and eye_movement convars
Merge from playeranimator_swap_test
Added cinematic_play and cinematic_stop
Added TreeManager (does what FarAwayTreeManager and FarAwayTreeRenderer do, but uses ImpostorRenderer for rendering)
Skin.ReadDefaults NRE fix
Merge from unloadprefabs_2
Forced world serialization rebuild to refresh world file on clients that joined a new server and servers that wiped today
Scene2Prefab on swamps to fix checksum mismatch (Plastic subtract fuckup?)
Forced world serialization rebuild to refresh world file on clients that joined a new server and servers that wiped today
Disabled GraphicsRaycaster component on ChippyGame (perf)
Disabled raycast target on world UI of Chippy arcade and vending machine (performance)
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Restored prefab copy in standalone client (breaks various stuff, should not make a huge difference anyhow with unloading? cc rohan)