5,942 Commits over 4,018 Days - 0.06cph!
Cherry picking grass meshes
Added editor convars to pause renderer grid, collider grid and load balancer
Refresh renderer grid in loading screen (client)
Refresh collider grid after initializing conditional models (server)
Deployables no longer ignore "can rotate" flag
Another ceiling light client side physics optimization
Added version field to world serialization
Added water map to world serialization
Added dropitems server convar
Include active colliders in dump
Stripped vertex painter components from harbor scenes because they're horrendous
Include monuments in prefab warmup (does this break everything?)
Added world.cache convar (default true)
Data export command supports water map
Fixed messed up ground collider on harbor 1 and harbor 2
Combat log includes unique ID of attacker and target
Added missing physic materials to junkpile_d washing machines
Added missing physic materials to crate prefabs
Player and animal colliders are no longer marked as triggers
Barrel mesh colliders are no longer marked as convex
Junkpile prevent_building colliders are no longer marked as triggers
Initial spawn also checks convars
Added spawn.respawn_groups and spawn.respawn_populations convars
Added Tools/Find/Trigger Colliders
Added Tools/Find/Convex Colliders
Tweaked physics.steps / physics.minsteps valid range
Better FindMissingScripts / FindInvalidColliders
Added LZ4 compression library
World serialization uses LZ4Stream (since GZipStream is fucked on Windows)
Continue when saving / loading world fails for any reason
Better error when trying to batch mesh that is not readable
Merge from world_serialization
Replaced all colliders that were using a negative scale
Added Tools/Find/Invalid Colliders
Added events server convar
Added corpses server convar
Added gravity server convar
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Added timescale server convar
RigidbodyLOD sets detectCollisions and isKinematic
Corpses use default physics parameters
Strip ceiling light rigidbodies and joints from server
Reverted physics parameters to values from December (fixes physics crash on server startup... kinda)
Fixed community and resource deposit entities being created on every server load (even if they already exist)
Added editor save file converter to make save files human readable (only contains very basic info for now)
Added "free" console command (clears prefab, asset and memory pools, then runs GC and unloads unused assets)
Fixed "data is NULL" error when writing empty stream to network
Fixed error after running clear_memory
Update disabled state on the client whenever the parent reference changes
Fixed floating attachments when picking up weapons (RUST-1536)
Fixed DroppedItem.OnParentRemoved position calculations so dropped items appear at the correct position when their parent is removed