256,238 Commits over 4,018 Days - 2.66cph!
NPC init order fix + spawn fallback
Wreckage spawns client version with visuals if in CLIENT+SERVER mode
Increased input rate allowance
Merging in AI updates from branch. Includes Apex Utility AI.
Fixed/silenced all warnings outside of BuildingSystem
UnitView and UnitSettings summaries and tidy up.
NPC characters moving and animating on clients, and sharing most code with proxy players for human clients
Got NPCs moving on clients in client/server mode. Not animating yet
Fix RUST-1534
Fix bow shoot sound playing an extra time when quickly switching weapons
slightly reduced cost of waterpipe shotgun
reduced cost of double barrel (one less pipe)
removed gear cost from landmine
reduced blade cost of metal barricade
reduced stone cost of stone/concrete barricades
oil barrels also produce a small amount of low grade fuel in addition to crude
reduced recycler volume slightly but increased audible radius
More tile stuff, slightly increased visual movement speed of units
Moved common occlusion culling routines to base entity
Added occlusion culling to NPCs
Added LODGroup to zombie (culling)
Powerplant overgrowth dressing backup
Fixed DroppedItem.OnParentRemoved position calculations so dropped items appear at the correct position when their parent is removed
Switching to facepunch.steamworks
optimised ground road pieces
Fixed server held entity leak when dropped item is out of world bounds
Recalculated entity bounds on all collectables
Fixed rare lock entity NRE when thrown items are stuck in them while removing them (RUST-1521)
Fixed collider list in TerrainCollision.GetIgnore sometimes being thrown to garbage collector instead of being pooled
Fixed Item.Ownership memory pooling being fucked up
Fixed ClientReady.ClientInfo leaking objects into the memory pool (only once per server join?)
Finished Utility folder tidy up.
Pump shotgun optimisation
Revolver additional world mesh changes
Pool and UnitCollection summaries, comments etc
Powerplant overgrowth dressing backup
Lighthouse overgrowth dressing
Cleaning up Pool, Generic Pool, GenericPool supports default allocator. Removed PoolManager.
Moved behaviour pooling to AIManager
Added UnitCollection view pooling test
TimeManager events to System.Action
Removed old Tests scripts
buffalo assets (no unit setup)
All plugins copy pdb if found in output folder
local PlayerRecord stored
Xp modifications now applied to PlayerRecords after match outcome, player level calculated based on xp mod.
Removed EntityView.UpdaetSkins, replaced usage in ResourceView with new event callback
Blackboard listens for EntityManager destruction callbacks to clean data, rather than relying on convoluted shite in Agent
BaseEntity events use System.Action (comparing perf)
Knowledge dictionaries capacity
Moved construction and ugprade stuff to BuildingView