10,832 Commits over 3,867 Days - 0.12cph!
Only run skin reset / apply on entities that have a model (i.e. not held entities)
Updated M39 material to specular workflow (for skins)
Fixed riot hat skinnable entity reference
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Disabled pooling on player ragdolls (attempt to curb the ragdoll space program)
Workshop UI supports metallic workflow
Server fall failsafe to ensure it never moves upwards
Server side fall spherecast starts at player center point to avoid falling through objects under certain conditions
Decreased effect pool size again
Increased projectile pool size
Increased effect pool size
Optimized Model.FindBone (particularly during continuous gunfire)
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Disabled graphics jobs on Linux (crash fix)
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Subtracting
33326 for now
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Player model bone remapping optimizations
Muzzle flash performance test convar
Third attempt to fix entity registry issue (maintaining legacy behaviour)
Enabled pooling on player corpse entity and ragdoll object
Optimized SkinnedMultiMesh.UpdateLODGroup
Fixed entity registry issues when entity is destroyed
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Added poolable component to party hat
Added poolable component to scarecrow outfit, wearable barrel and dragon mask
Added poolable component to burlap gloves, roadsign gloves and tactical gloves
Player server fall uses MovePosition instead of setting transform.position and calling a network update directly
Player client cycle runs every frame for sleepers that are falling (smooth player model position update)
Added debris to all wall frame inserts to block placement of new wall frame inserts for 30 seconds after they have been destroyed
Unregister entity from entity registry as the last thing in DoEntityDestroy (otherwise GameObjectEx.ToBaseEntity can yield incorrect results on parented entities when destroying)
Unload certain large static prefabs after loading the map
Added forceposition convar (toggle player snapback when position is rejected by AH, only recommended for testing)
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Added debris to walls and doors to block placement of new walls and doors for 30 seconds after they have been destroyed
Added debris entity system to block placement of new entities after an entity has been destroyed (debrisdespawn convar, default=30s)
Added TerrainDistanceMap to CraggyIsland as a test
Added EncodeVector2i / DecodeVector2i to BitUtility
Moved Vector2i, Vector2b, Vector3i, Vector3b to Facepunch.System