12,708 Commits over 3,959 Days - 0.13cph!
Fixed parenting on bradley and heli loot crate fireballs
Removed BoneFollower (eliminates client side GC + some processing overhead)
Eliminated GC allocs from SkinnedMultiMesh.UpdateLODGroup
Fixed UpdateRotationFromNetwork working with world rotation instead of local rotation
Added TerrainCollisionProxy (handles terrain carving for wheel colliders)
Toggling grass shadows force-refreshes grass meshes
Fixed IOnPostNetworkUpdate regression (torch randomly getting switched off)
Error message typo fix ("Trying to to child" -> "Trying to parent to child")
BasePlayer.MaxVelocity takes mount velocity into account
Eye verification distance checks take BasePlayer.MaxVelocity into account
Unified eye verification checks to eliminate duplicate code
Fixed thrown weapons and arrows disappearing on impact when hitting entities
Fixed checksum mismatch always clearing world cache on certain platforms
Removed temporary savegame fix for staging servers
Network++
Save entity position relative to parent entity
Fixed invisible locks on server restart
Entity parenting overhaul (this most likely breaks everything)
Fixed some problems when repeatedly connecting to the same server in one session
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)
Updated UnityEngine libraries
Converted manifest loading from WebClient to UnityWebRequest
Fixed solution build configuration mappings
Release builds incorrectly ran debug builds instead
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