10,550 Commits over 4,324 Days - 0.10cph!
Updated supermarket and gas station terrain anchors and terrain adjustment radius / fade for smoother transition
Removed editor shader warmup (see comment)
Stripped shadervariants asset
Fixed LOD warnings in workshop item viewer
Removed legacy functionality from GameManager
Re-enabled lowercase conversion warning when creating prefabs (standalone)
Removed a number of less important profiler samples to improve profiler stability
Potential fix for crash when closing the game
Fixed skinnables having duplicates of their model and viewmodel bundled with them by moving everything from steamitems.bundle to content.bundle
Combat log now includes an info text when something / someone is wounded or killed
No longer wait for all skins to finish downloading in the loading screen by default (skinwarmup convar)
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
Improved EAC authentication workflow
Reverted Auth_Steam to version from main (just to be safe)
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
Eliminated some tiny GC allocs from nested coroutines
Updated Facepunch.Unity (fixes manifest download sometimes silently failing)
Switched EAC launcher to the new minimal official one (easier to debug for them, less fucking around for us)
EAC launcher fixes (needs x86 lib)
Reduced memory usage by freeing the world serialization cache after loading the map
Addedd watermap memory usage to world info text
Fixed some problems when repeatedly connecting to the same server in one session
Entity parenting overhaul (this most likely breaks everything)
Save entity position relative to parent entity
Fixed invisible locks on server restart
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++
BasePlayer.MaxVelocity takes mount velocity into account
Eye verification distance checks take BasePlayer.MaxVelocity into account
Unified eye verification checks to eliminate duplicate code
Error message typo fix ("Trying to to child" -> "Trying to parent to child")
Fixed IOnPostNetworkUpdate regression (torch randomly getting switched off)
Toggling grass shadows force-refreshes grass meshes
Added TerrainCollisionProxy (handles terrain carving for wheel colliders)
Fixed UpdateRotationFromNetwork working with world rotation instead of local rotation
Eliminated GC allocs from SkinnedMultiMesh.UpdateLODGroup
Removed BoneFollower (eliminates client side GC + some processing overhead)
Fixed parenting on bradley and heli loot crate fireballs
Merge from weekend_branch_2
Added RAM usage to perf text
Changed Windows RAM usage API to be similar to resource monitor
Only twig foundation and floor building blocks can bypass building privilege
Tweaked barricade placement sockets, prevent building volumes and damage volumes
Reduced barricade collision mesh scale (hack until the models are updated)