5,910 Commits over 3,867 Days - 0.06cph!
Updated all CSProj pre and post build tasks to MSBuild syntax (platform agnostic)
Added new weapon mod world models to bundles
Network++
Disabled pool.player_model by default for now
Network++
Fixed NRE when sign is destroyed within RequestTextureUpdate delay
Fixed censorship cube update issues
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Fixed locks not being networked properly
Merge from networking_fuckery
Fixed effect instantiates, console messages and console commands showing up as "GroupChange" in profiler
Entity find commands return both client and server entities in the editor
Fixed rare-ish infinite loop in SoundManager
Added parent to entity info
Added find_parent command
Fixed error in entity find commands when group is null
Fixed possible NRE in entity find commands
Added entity debug commands to server build as well
Entities can opt out of the load balanced game object destruction (makes sense for held entities)
Fixed certain entities sending a group changed message before they spawned (which is pointless and ignored on the client)
Log warning when trying to change the group of an entity that does not exist on the client
Added some entity debugging tools (find, find_group, find_id)
Fixed WaterVisibilityTrigger compile error when set to SERVER in the editor
Added support for mesh renderers to wearable pooling
Fixed pumpkin not shown on player after initial use (RUST-1340)
Player model footsteps refresh their player reference when taken from the pool (fixes issue with pool.player_model enabled)
Disabled some new elements of player pooling to fix missing footsteps, weapon world model issues
Added padding to environment volumes to fix tiny gaps when placed by hand
Merged lighthouse fixes from dungeon_art_3
Stricter flyhack detection (RUST-1320)
Fixed players appearing with wrong name tag (RUST-1331)
Added collider_capacity and renderer_capacity convars (limit the vertex count of collider and renderer batches)
Netgraph can only be used by admins and developers (RUST-1327)
Fixed potential NRE in FootstepEffects
Fixed box collider of local player being enabled after respawn (forcing player in random directions)
Merge from dangerous_optimizations
Skip adding the CL entity name prefix if the game object name already contains it
Fixed unlit campfires hurting players after server restart
Optimized BaseEntityChild.Setup
Updated BuildingTest.sav (now also contains building stability)
Eliminated needless string reallocation from GameManager.Instantiate (relevant when streaming in thousands of entities)
Prefab pool no longer hashes twice when looking up a prefab (pretty irrelevant since the key is an integer)
Removed OnEnable hack from EntityFlag_Toggle (no longer slows down entity instantiates)
Fixed OnSendNetworkUpdate not being called in SendNetworkUpdateImmediate
Fixed OnPostNetworkUpdate not being called immediately when receiving a new entity
Added refresh_stability debug console command
Game manager no longer sets the game object name when taking from a pool (performance)
Optimized some LOD grid code (for the most part pointless, but slightly faster and better for profiling)
Added additional profiling to LOD, pooling and mesh batching code
Optimized terrain carving triggers (better projectile and player culling performance)
Added log when server is fully started
Sticky gizmos for deferred decals
Removed building blocked chat message when trying to place while placement guide is red
Fixed code lock placement guide not being shown as red when in unauthorized cupboard