108,632 Commits over 3,867 Days - 1.17cph!
Timings on server startup align a bit more nicely
RustBuilder crashes - unhelpful
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Fixed barricade placement on constructions being very finicky
Tweaked entity bounds of building blocks
Fixed health bar overflow
ItemIcon doesn't use VariableReference for the container anymore
Replaced PlayerLoot.IsVisible with the entity visibility checks
Entity world space bounds are correct for parented entities
Entity GetEstimatedWorldPosition supports nesting
Added GetEstimatedWorldRotation for parented entities
Fixed client / server entities fighting when placing constructions in the editor
Water2.5: Touched river shader. Because unity.
ItemContainer.Save garbage
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Entity max distance conditional uses the distance to the entity bounds instead of its origin
Added profile blocks to saves
replaced new WaitForEndOfFrame() with CoroutineEx.waitForEndOfFrame
fixed foundation.steps.collision orientation
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Added timewarning to GarbageCollectionHandler
Seperated gc.collect from gc.unload
Running server with -keeplogs will prevent it from wiping the server folder logs on startup
Send server info with bug reports
Building blocks use more accurate colliders
Fixed stair rotation exploit
Water2.5: Fixed SSAO command buffer ordering
Water2.5: Fixed rivers getting ocean wave displacement
Fixed cupboard entity bounds
Removed MeshFilter component from cupboard trigger
Automatic entity bounds calculation (when no bounds have been set up) ignores triggers
Water2.5: Fixed DepthOnly still having tess/displacement in low quality modes
Water2.5: Fixed white 'sprite' issue caused by mishandling of fog in additional light passes
Water2.5: Changed transparent order queue
Added DDraw shader to "always include" list
Fixed "Look rotation viewing vector is zero" logs
client compile fix (sorry!)
water extinguishes fireballs
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Removed EntityComponent.Awake since it's redundant
Removed BaseEntity.Is<T> (server ai gc)
Sentry detailed greybox models
Added MeshColliderBatch tag
Less GC + cpu by skipping GetComponent<MeshColliderBatch> if MeshColliderBatch tag isn't set on gameobject
AISenseRedirect is redudant (we use .ToBaseEntity) (server perf and gc)
All prefabs start disabled
Throw error in CreateModulator if array out of bounds
OnHolster/OnDeploy should only be called for local players