5,910 Commits over 3,867 Days - 0.06cph!
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
Changed how NaN damage is ignored (in case early returning leads to issues in Hurt() method overrides)
Don't allow items to be stacked on items that have been marked as invalid
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Scene2Prefab (static industrial door collider update)
Updated static industrial door collider dimensions
Log warning when entity switches to null network group
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Snow piles on tree bases cull
Scene2Prefab (updated static industrial doors)
Fixed layer on static doors
Added prevent building volumes to harbors
Scene2Prefab (updated truck cabin in the harbor prefabs)
Fixed reactive target not initializing animator parameters when streaming in while knocked down (RUST-1418)
Fixed reactive target allocating an array and an enumerator on every network update
Candle hat effect position tweak (RUST-1486)
Stricter, unified RPC_Server.MaxDistance (RUST-1488)