12,539 Commits over 4,109 Days - 0.13cph!
Reduced memory usage by freeing the world serialization cache after loading the map
Addedd watermap memory usage to world info text
EAC launcher fixes (needs x86 lib)
Switched EAC launcher to the new minimal official one (easier to debug for them, less fucking around for us)
Updated Facepunch.Unity (fixes manifest download sometimes silently failing)
Eliminated some tiny GC allocs from nested coroutines
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
Reverted Auth_Steam to version from main (just to be safe)
Improved EAC authentication workflow
Adjusted EAC auth to prevent timeouts
Pause EAC heartbeat when receiving data
Changed authtimeout default value to 60 seconds
Added playertimeout convar to adjust the "unresponsive" kick time
No longer wait for all skins to finish downloading in the loading screen by default (skinwarmup convar)
Combat log now includes an info text when something / someone is wounded or killed
Fixed skinnables having duplicates of their model and viewmodel bundled with them by moving everything from steamitems.bundle to content.bundle
Potential fix for crash when closing the game
Removed a number of less important profiler samples to improve profiler stability
Fixed LOD warnings in workshop item viewer
Removed legacy functionality from GameManager
Re-enabled lowercase conversion warning when creating prefabs (standalone)
Stripped shadervariants asset
Removed editor shader warmup (see comment)
Updated supermarket and gas station terrain anchors and terrain adjustment radius / fade for smoother transition
Fixed some monument prefabs being saved active instead of inactive
Updated microcliff splat and topology modifiers to make their transition look less horrendous
Updated cliff splatting and topology analysis to better preserve existing values (primarily around mountains and cliffs)
Fixed grass meshes sometimes reaching onto other splats
Don't cache map in editor
ApplyTerrainAnchorsNew is now the default
Increased launch site spawn priority to highest
Default map size is once again 4k (which means official servers will switch to 4k maps this wipe)
Fifth attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
Better server startup logging in case this doesn't do it
Added "foliagegrid" editor convar
Fixed profiler sample mismatch in RendererCell.RefreshAsync
Added ProfilerDebug tool to track down profiler sample mismatches
Some "using UnityEngine.Profiling;"
Fixed client side profiler mismatch in BasePlayer.SendClientTick
Fixed Rust.Application.isLoading not being set during GameSetup (editor startup)
Fourth attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
PrefabParameters now contains a priority
Monuments are ordered by priority when placed
Third attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
Second attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)