10,832 Commits over 3,867 Days - 0.12cph!
Switched back to multibox pruning broadphase for better physics performance, particularly on the server
Scene2Prefab saves prefabs individually again since nested prefabs had to be disabled
Added skin memory usage to print_loaded_skins
Enabled skin unloading by default for everyone
Scene2Prefab on more prefabs that have not been converted to ResourceRef for terrain maps yet
Scene2Prefab on some prefabs that have not been converted to ResourceRef for terrain maps yet
Merge from position_lerp_3
Added lerp.timeoffsetinterval
Nested prefabs in Scene2Prefab are optional and currently disabled (sometimes getting an infinite reimport loop when changing a child prefab... Unity bug or library issue?)
Scene2Prefab now maintains nested prefab links (faster prefab rebuild, much smaller prefab size, slightly faster loading times)
Fixed Scene2Prefab hierarchy flattening not doing anything
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Horses use flesh collider material (for blood effects)
Better lerp client / server time offset (maybe)
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Added BuildOptions.EnableHeadlessMode just to Linux server build to see if that eliminates the need for manually adding "-nographics"
Corpses no longer inherit the network group from their parent (should greatly reduce cargo ship networking overhead)
Dropped items no longer inherit the network group from their parent (should greatly reduce cargo ship networking overhead)
NPCs no longer inherit the network group from their parent (similar to players, should greatly reduce cargo ship networking overhead)
Far away tree renderer also works with tree skins (vs. LODGroup)
Fixed NRE (editor only?) in far away tree manager
Removed rogue component from farawaytreesystem
Added ParticleSystemIK to flamethrower (fixes third person flame direction)
Added ParticleSystemIK (please refer me to a mental asylum)
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Rebased global trees to branch
Fixed RUST-303 (hopefully?)
Fixed player step detection glitchiness on stairs