5,953 Commits over 4,171 Days - 0.06cph!
Fix for occasional floaty decor objects
Don't spawn grass on the cliffside topology
Rain forces more fog and clouds
Rain tends to be more intense when it happens
Atmosphere fog reduces view distance more intensely
Removed Xmas event from default event schedule
Reorganized event schedule (now prefab based)
Fix for roadside decor sometimes spawning too close to each other
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Got rid of server hierarchy group (messes up some DontDestroyOnLoad stuff)
Fixed test cave messing up CraggyIsland
Fixed rare issue where GameTrace would incorrectly ignore a hit on a static concave mesh
SpeedTree parameter updates for 5.3
Fixed error spam on connect
Dummy LODBatch script (to fix warnings without messing with Vince's changes)
Fixed issue that could force LOD0 to always be visible
Disabled projectile penetration on players (for better damage predictability, related to 12922)
Added RUST-462
Fixed RUST-471 (presumably)
SphereEntity protobuf reference
StabilityEntity saves and loads cached stability value
StabilityEntity protobuf stability value is optional (backward compatibility)
StabilityEntity protobuf stores distance from ground
Entity spawn test console command (entity.create)
BuildingBlock protobuf update (backward compatibility)
GamePhysics now uses the new allocation-free physics API
Refresh batched building mesh when rotating building parts
Roofs can no longer be placed downwards
Reduced roof max placement distance
Entity stability values are now saved and loaded
Stability warmup is much faster (and almost free if values have been saved)
Stability refresh is faster (terminates after less iterations)
All stability parameters can now be adjusted by admins
Stability distance from ground is displayed in the editor
Yield a frame from time to time during stability warmup (temp fix for Multiplay killing our process on startup)
Added automatic mesh splitting to collider batching
Added refresh_colliders and refresh_renderers console commands
Batching vertex count / submesh cutoff is adjustable via convars
Made player movement more direct
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LOD, batching and culling tweaks and fixes
Fence protection properties (currently defined per-entity which is a bit meh)
Fence prefab updates (projectile passthrough, impact effects)
Fixed the tornado of confusion that appears to have occured in the animal footstep folders
Tightened allwed ground deployment angle of shelves
Got rid of legacy sleeping bag prefab
Increased sleeping bag nobuild volume height
I'm feeling lucky: GamePhysics.CheckOBB now uses Unity's new Physics.CheckBox
Foundation deploy volume update for RUST-457
Wall frame building shell protection
Fixed being unable to attach square foundations to triangle foundations on the twig + wood building tiers