10,535 Commits over 4,232 Days - 0.10cph!
Rewrote network group updating to be more robust with entity parenting
Spawn groups scale up their respawn rate with increasing player counts
Added spawn.player_base convar (base player count from which on we will scale up the loot respawn rate)
Added spawn.player_scale convar (how much to scale up the loot respawn rate with increasing player counts)
Added spawn.scalars console command (displays the current spawn scaling parameters)
Added skyreflection and ambientvolumes debug convars
Fixed player weapon hold type never being set
Shot in the dark: Eliminated physics call from Camera.OnPreRender, toggle with ambientvolumes as well
More debugging convar stuff
Enabled graphics jobs (testing)
Added some missing Profiler.EndSample in PlayerModel
Fixed decor NRE with pool mode 2
Merge from networking_fuckery_2
Network++
Reverted accidentally included Rust.Data.csproj change
Properly cull PropRenderer at runtime (memory usage, performance)
Fixed IEditorComponent not being culled at all in client builds
Fixed ProjectileWeaponMod not setting limitNetworking after server load
Enabled all player pooling functionality by default on 64bit systems (finally)
Shortened prefab name in print_prefabs
Fixed buggy chat visuals with pool.mode 2
Slightly faster LightEx / LocalPositionAnimation
Reverted EAC server binaries
Reverted effect references on deployable building parts (hoping those are all)
Fixed building placement guide with pool.mode 2
Fixed animator hash / layer warning on startup
Another minor LightEx / LocalPositionAnimation optimization
Combat log includes timestamp
Fixed issues with some pool.mode set to 2
Shelves can no longer be placed on deployables (RUST-1258)
Fixed layers on two trees
Fixed nametag issue with pool.mode set to 2
Changed pool.mode default value to 2 for faster game object pooling (testing)
Fixed pumpkin stacking (RUST-1450)
Fixed MovementSounds issues
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Fixed door animation snapping with pool.mode set to 2
Fixed rare and random building LOD flickering with pool.mode set to 2
Fixed client side socket handles sometimes not destroying
Added pooling to client side lock entities
Various script optimizations
Disabled PropRenderer.Update