9,575 Commits over 4,444 Days - 0.09cph!
Subtracting EAC SDK update (crash)
Fixed ArgumentNullException when sleepers are killed
Network++
Server "del" command also works in the editor on entities
Spawn handler ensures that entity distribution percentages are maintained (fix for stone ore scarcity)
Fixed another ArgumentNullException
Fixed initial resource spawn distribution ignoring PrefabParameters.Count
Presumably fixed NRE in MaterialSwap (miner hat)
No longer automatically call "backup" on server start by default (better for server providers, add +backup to your startup parameters if you want this)
Fixed network read stream returning incorrect values for the custom position / unread properties
Catch persistence / lifestory deserialization errors + log path to file
Properly added shuffleplayerseed so it doesn't disappear when running codegen
EAC SDK update (outdated Linux 64bit)
EAC startup / initialize fix for Windows
Removed some debug logging again
Removed unused "eac" convar
Fixed AiManager and DynamicNavMesh serialization fuckups
EAC SDK update (outdated Linux 64bit)
EAC SDK update (Linux fix)
Store encryption level on connection (can change server.encryption for future connections while server is running)
Changed server.encryption to integer (various encryption levels)
Added craptography to runtime builds (shitty encryption for testing stuff)
Merge from weekend_branch_5
Fixed rare packet corruption when network encryption is enabled
EAC integrity violation is logged as error
Fixed ListComponent sometimes having instances in its list that are disabled (because they were added in Awake)
Removed union structs from Rust.Global (now in Facepunch.System)
Converted network stream read / write to get / set bytes via unions
Made RPC parameter handling GC-free
Fixed error when dropping items
Network groups now use ListHashSet instead of HashSet (allows for faster iteration)
Optimized SendSnapshots and FindInGroup by iterating directly over the networkable buffer
Eliminated a bunch of server logging overhead that could cause frame rate drops
Fixed NetworkQueueList getting count via Linq (wtf)
Fixed ObjectWorkQueue getting count via Linq (wtf2)
Improved network read and write performance by accessing the stream buffer directly