5,928 Commits over 3,959 Days - 0.06cph!
Added Window/Tools/Replace Objects With Prefab
Fixed missing sphere tank barrels (cc garry I think you have to reimport Content/Props/water_drums/water_drum_a.prefab)
Fixed broken objects / references on HapisIsland (hopefully takes care of our build issues)
Replaced Facepunch.Tick (appears to be fucked)
Added Tools/Find/Missing Scripts
Fixed missing scripts in neutral_dungeon_lighting prefab
Removed PDF from "Content" folder (don't think this is used)
Moved all script assets out of the "Content" folder (presumably irrelevant)
Subtracting
18437 (cc alexrehberg)
RecalculateBounds takes SkinnedMeshRenderer into account
Fixed rare case where stuff would still spawn too close to constructions
Spawn handler does multiple retries per spawn wave if not enough spawn locations are found (RUST-1528)
Adjusted junkpile terrain anchors so more than 2 find a place to spawn, which is a plus
Fixed ore scale not applying on the server
Recalculated entity bounds on all junkpiles (RUST-1524)
Added RecalculateBounds context menu to entities
Added terrain anchors to junkpiles
Removed RealmedRemove from junkpiles (handled by IClientComponent / IServerComponent + Client Cull / Server Cull)
Updated layers on junkpiles (World is for static world objects, not entities)
Resource spawns check for constructions in radius
FoliageDisplacement is IClientComponent
SpawnGroup and BaseSpawnPoint are IServerComponent
Resource spawns check for players in a radius
Resource spawns can use terrain anchors, checks and filters
Server side player rigidbody fix
Better prefab pool rigidbody handling (this isn't used by anything)
Better player rigidbody stripping (massively reduced client rigidbody count)
Fixed the complete mess of our loot prefabs, added proper culling for everything
Network++
Fixed that some small static rocks were never culling
Fixed landmine_explosion prefab being fucked up and breaking when pooled (smoke_1 and smoke_2 warnings)
Don't add the skinned mesh colliders to the local player
Removed rigidbodies from the player_collision and player_model prefabs (perf test)
Removed collider and rigidbody from the player_preview prefab
Subtracting changeset
18195
Fixed rocket_explosion prefab being fucked up and breaking when pooled (another smoke_2 warning)
Log warning when component on pooled prefab was destroyed
Fixed various effect (mostly explosion) prefabs being fucked up and breaking when pooled
Fixed mysterious "smoke_2" prefab warnings being logged
Particle system culling tweaks
Removed rigidbodies from radiation sphere triggers (server physics perf)
Reduced overall client side player collider and rigidbody count by a third
Enabled prefab pooling on some effect spawns that weren't using it
Fixed particle systems on impact effects sometimes not playing
Animal skin prefab cleanup (memory usage)
CraggyIsland radiation sphere test
Scene2Prefab (sphere tank, fixes missing barrels)
Fixed ParticleSystemContainer leading to issues on inactive game objects (state uninitialized, trying to call invoke)
ParticleSystemCull / ParticleSystemLOD fixes