34,468 Commits over 4,201 Days - 0.34cph!
    
    
    
        
            
            
            
                
                Added StringFormatCache (caches the result of repeated string.Format calls with the same arguments)
Eliminated GC allocs from effect path assembly (this affected every single effect spawn)
                
                
                
                
             
         
        
            
            
            
                
                Removed gc.interval since it's bullshit and the thought of someone having it enabled scares me
                
                
                
                
             
         
        
            
            
            
                
                fixed clipping on pickaxe vm throw
                
                
                
                
             
         
        
            
            
            
                
                Fixed rocket launcher description been slighty wrong
                
                
                
                
             
         
        
        
            
            
            
                
                reduced aimcone by 80% and added deterministic recoil to the m92, ak47, and p250 
improved recoil on mp5
                
                
                
                
             
         
        
            
            
            
                
                bone armor now takes cloth instead of rope
heavy plate armor helmet protects 90% of damage against arrows and bullets ( was 60%)
heavy plate body/legs protect 75% against bullets (was 60%)
                
                
                
                
             
         
        
            
            
            
                
                skin approval
riot helmet no longer requires sewing kit
recoilcomp forced off on deterministic recoil weapons
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from texture packing
                
                
                
                
             
         
        
            
            
            
                
                fixed effects not playing in the right position for several viewmodels
                
                
                
                
             
         
        
            
            
            
                
                Added LOD chain models to ore stages 2 to 4
                
                
                
                
             
         
        
            
            
            
                
                Reverting to legacy EAC API due to server authentication issues
Network++
                
                
                
                
             
         
        
            
            
            
                
                tweaked the ak47 fire ADS animation
                
                
                
                
             
         
        
        
        
            
            
            
                
                Cherry picking improved CreateOrUpdateEntity profiling (22318)
                
                
                
                
             
         
        
            
            
            
                
                Cleaned register related gc allocs in occlusion culling
                
                
                
                
             
         
        
            
            
            
                
                Packed atlas_wood_stone_metal and stonewall_c to test osx bundles
                
                
                
                
             
         
        
            
            
            
                
                Fixed culling debug randomly disappearing
                
                
                
                
             
         
        
            
            
            
                
                Fixed occludees visible when registered to an invisible cell
                
                
                
                
             
         
        
            
            
            
                
                Fixed culling errors when rejoining a server
                
                
                
                
             
         
        
            
            
            
                
                Fixed occasional culling errors when flying around
Added culling show stats to profile collection occupancy
Adjusted culling collection preallocation for less waste
Removed time delay from first occludee visibility check
                
                
                
                
             
         
        
        
            
            
            
                
                Added packed research table and bone armor to test osx bundles
                
                
                
                
             
         
        
            
            
            
                
                Merge from gc_optimizations
                
                
                
                
             
         
        
            
            
            
                
                updated smallbackpack albedo texture 
                
                
                
                
             
         
        
            
            
            
                
                Updated / fixed multiple item descriptions
Building blocks no longer share descriptions
                
                
                
                
             
         
        
            
            
            
                
                Paper map now despawn in 5 minutes down from 20 minutes.
                
                
                
                
             
         
        
            
            
            
                
                Reduced texture footprint for water_bottle and de_cactus
Packed fuel_tank and forklift
                
                
                
                
             
         
        
            
            
            
                
                Added LOD mesh swapping support to StagedResourceEntity
Fixed ores using the wrong mesh in the distance when partially broken
                
                
                
                
             
         
        
            
            
            
                
                Subtracting gc_optimizations
                
                
                
                
             
         
        
        
            
            
            
                
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                Packed props/large_industrial_props and props/office_furniture materials
                
                
                
                
             
         
        
            
            
            
                
                Fixed specular not driving packed map size
                
                
                
                
             
         
        
            
            
            
                
                Packed some larger materials
                
                
                
                
             
         
        
            
            
            
                
                Added packed version of standard-specular shader
Fixed packing getting flat specular when scaled up
Keywords permutation parity between metallic and specular shaders
                
                
                
                
             
         
        
            
            
            
                
                Fixed shader packed map labels
                
                
                
                
             
         
        
            
            
            
                
                Packed all materials depending on terrain4 textures
Packed a few rock and prop materials + recycler
                
                
                
                
             
         
        
            
            
            
                
                Added terrain atlas generator ability to load non-read/write textures
Switched all terrain4 textures to non-read/write
                
                
                
                
             
         
        
            
            
            
                
                Merged from ai branch to main
                
                
                
                
             
         
        
            
            
            
                
                If ai_dormant is on, only tick metabolism simulation on agents that are active.
                
                
                
                
             
         
        
            
            
            
                
                Scientists no longer drop 1000 LR300 weapons (Temp loot table fix for Staging playability)
                
                
                
                
             
         
        
            
            
            
                
                Merge from gc_optimizations_2
                
                
                
                
             
         
        
            
            
            
                
                Disabled dynamic batching (experiement)
                
                
                
                
             
         
        
            
            
            
                
                Fixed Server.DestroyNetworkable not calling Networkable.Destroy when returning networkable to pool
                
                
                
                
             
         
        
            
            
            
                
                Fixes to avoid Material.SetPassUncached + touched all rust/std shaders
                
                
                
                
             
         
        
            
            
            
                
                OnInventoryChanged profiling
                
                
                
                
             
         
        
            
            
            
                
                Adjusted some memory pool sizes