12,708 Commits over 3,959 Days - 0.13cph!
World Serialization++
Network++
Increased precentage of the map that belongs to tier 2 slightly
MonumentInfo.CheckPlacement fix when multiple tiers are selected
Lighthouses are actually set to tier 0
Harbors are actually set to tier 0 / 1
Reduced supermarket + gas station count
Reduced minimum distance between large monuments
Updated bounds on most monuments
Fixed startup NRE from disabling halloween content (subfolder issue)
Added inspector warnings when trying to add the runtime-only batching components to prefabs
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Added padding topology (edge of map)
Adjusted iceberg and icesheet spawn rules and prefabs
Fixed players sometimes spawning in harbors
Removed sand from arctic coastline
Adjusted offshore topology
Added icebergs & icesheets (test)
Merge from snow_biome_revamp
Adjusted biome distributions
Fixed that ice lake 3 was rarely spawning
Improved ice lake 3 terrain blending
When creating a new terrain, store its data maps uncompressed (Unity 2017 regression)
Removed incorrect topology script from rock_med_c forest decor prefab
Monuments only spawn in parts of the map that belong to their tier
Added bounds to MonumentInfo (have to be fully inside the monument tier)
Monuments default to "all tiers" on their MonumentInfo component
All remaining monuments (like caves) spawn on all tiers
Added Tier0, Tier1 and Tier2 topologies
Players only spawn on Tier0 beaches
Tier0 is always temperate, Tier1 and Tier2 can be arid, temperate or arctic
Added Vector2.Rotate extension method
Eliminated some GC from logging player deaths
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Removed NetworkQueueList.Add profiler sample (profiling test)
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Improved network read and write performance by accessing the stream buffer directly
Fixed ObjectWorkQueue getting count via Linq (wtf2)
Fixed NetworkQueueList getting count via Linq (wtf)
Eliminated a bunch of server logging overhead that could cause frame rate drops
Network groups now use ListHashSet instead of HashSet (allows for faster iteration)
Optimized SendSnapshots and FindInGroup by iterating directly over the networkable buffer
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Fixed error when dropping items
Made RPC parameter handling GC-free
Converted network stream read / write to get / set bytes via unions
Removed union structs from Rust.Global (now in Facepunch.System)