12,539 Commits over 4,109 Days - 0.13cph!
EAC HandleClientUpdate tweaks
EAC register timeout is 20 seconds
Fixed stack trace red text in main menu because fuck me
Added DebugEx.Log to write to log file without stack trace
Game startup logs and console commands no longer spam stack traces into game log
Tweaked snow mound terrain anchors
Added terrain anchors to tundra tall grass patches (fixes occasional floaty placement)
TerrainAnchorGenerator improvements
PlayerInventory NRE fixes
Merge from snow_biome_revamp
Network++
SavasIsland uses new foliage
Fixed terrain anchors being ignored on clutter
Subtracting EAC API updates (let's try again next week)
Only set isGameInitRun when it actually succeeded
Density / distance tweaks
Spawn snow mounds and snowballs as clutter (might need some more tweaks)
EAC profiling + hopefully GC fix
Deleted old terrain atlases (PNG)
Updated terrain texture atlas
EAC networking fix
Network++
Updated Facepunch.Raknet plugin
EAC API updates (attempt 2)
Fixed animal model root bone references often being the parent game object instead of the root bone of the rig
Eliminated more GC allocs from Ragdoll / RagdollInheritable
Subtracting EAC API update
EAC API update (client side)
Network++
Eliminated GC allocs from RagdollInteritable.Inherit
Eliminated GC allocs from Ragdoll.RagdollSetup
Fixed weird profiling in SkinnedMultimesh.BuildBoneDictionary
Enabled prefab pooling on rotting flies effect
Eliminated GC allocs from Projectile.DoMovement
Converted some remaining stuff to invoke handler
NPCPlayer uses invoke handler (particularly due to CancelInvoke)
Added IsInvoking to invoke handler
Bundling preprocessing fix
Optimized Model.FindBone and Model.FindClosestBone and made them GC free
Populate model bones (transform list and name list) in prefab preprocessing to avoid runtime GC