5,942 Commits over 4,018 Days - 0.06cph!
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)
Fixed RUST-1486 and RUST-1489
Server restart countdown is less spammy when a lot of time is left
Admins can chat as much as they want
Editor terrain splat map bake properly sets red channel when no source data
Subtracted changeset
17931
Better terrain paint error handling
Player interaction raycast no longer includes debris layer
Projectile update improvements
Tweaked reload verification
Fixed projectile update logging as projectile ricochet
Increased projectile update angle interval
Fixed projectile update also sending on ricochet
Ricochet LOS fix on weapons with huge projectile thickness
Fixed bear corpse bounds (unable to gather on certain parts of the corpse)
Set lock bounds padding to same as door
Fixed projectile ricochet verification issues
Network++
Projectiles send periodic position updates when gravity significantly changes their velocity
Network++
Updated native libraries (updated MTU size, RUST-749)