12,528 Commits over 4,018 Days - 0.13cph!
Client side plant entities pool
Fixed plant skins not recycling
Presumably fixed workshop skin load issue on Windows
Plant skin instantiates are load balanced
Merge from vertex_count_simplification
Experiment: More granular network cells (64 meters per cell instead of 126.5)
Reduced stuttering and GC from workshop skin loading (this needs rethinking)
Added TimeWarning.BeginSample / EndSample (for coroutine profiling inside plugins)
Disabled MaterialColorLerp (memory, performance)
Entity creation is grouped by entity name in profiler
Removed some needlessly deep nested profiler samples
Rust.Workshop plugin has profiler enabled in debug build
More profiler workshop skin profiler samples
Added "itemskins" convar to toggle workshop item skins
Fixed memory leak when workshop skin texture file cannot be found
Added profiler samples to workshop skin loading
Replaced all StartCoroutine(string) calls with StartCoroutine(IEnumerator) calls
Tweaked connect coroutine handling
Fixed ServerMgr indentation
Stripping unused / commented out scripts
Better coroutine profiling
Tweaked renderer_threading and collider_threading convar behaviour (nicer for profiling)
Fixed one stone tier roof piece having no valid tangents
Merge from foliage_system
Merge from foliage_system
Verbose batching (level 1)
Moved procedural foliage placements to foliage spawn script
Added foliage batching grid to batching prefab, loaded into all scenes
Batched meshes contain xz position offset in zw channels of uv1
Fixed extremely rare race condition while receiving data
Optimized memory usage
Refactoring
Cherry picking ignore.conf
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Looting RPC profiler samples
More profiler samples in player tick processing
Prefab instantiate shows prefab name in profiler
PrefabPool debug checks are ifdef'd (disabled by default)
PrefabInfo debug prints are errors
PrefabInfo debug checks are ifdef'd (disabled by default)
Fixed map filename regex failing to find matches on Windows due to the path separator