5,959 Commits over 4,201 Days - 0.06cph!
    
    
    
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed ImageEffectRedirect trying to call disabled image effects (fixes warning spam on broken / unsupported image effects)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed invisible wood / stone / ore collectables (these need a proper model)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Mushrooms and hemp use load balanced LOD system
Tweaked collectable LOD ranges
 
                
                
                
                
                
             
         
        
            
            
            
                
                Stopped burlap sacks from rolling around and generally being annoying as fuck
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from physics_updates
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Merge from stability-serialization
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from prerelease
Network++
Manifest
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added floor frame shell protection
Balanced floor frame health (now identical to floors)
Fixed floor frame insert layers (collider has to be on construction layer)
Floor frame inserts can now be rotated by looking at different frame sides
Floor frames themselves can no longer be rotated
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed floor frame overlapping exploit
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed potential signage NRE when database was deleted
 
                
                
                
                
                
             
         
        
            
            
            
                
                Vis.Colliders is allocation-free and supports collider subclasses as the generic type
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fixed entity vis query ignoring entities with triggers as colliders
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enabled prefab pool by default
 
                
                
                
                
                
             
         
        
            
            
            
                
                ...but only on 64bit OSes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed external gate doors getting culled when 100+ world units away
Tweaked external gate door LOD1 distance
 
                
                
                
                
                
             
         
        
            
            
            
                
                Retired Deployer and DeployGuide scripts
Converted all deployables to use the planner entity for deployment
Network++
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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                Decay protection points use sockets (faster than physics query and actually reliable)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Re-added deployer for locks (until we have something better for them)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed ancient bug in planner that could incorrectly allow placement of objects at max distance
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed barricades culling too early
 
                
                
                
                
                
             
         
        
            
            
            
                
                Planner placement tweaks and fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Allowed mesh.quality and tree.quality to be > 100
Made mesh and tree qualities > 100 push back the billboard / cull distance as well
 
                
                
                
                
                
             
         
        
            
            
            
                
                Wall frame inserts do the same construction layer check walls do
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made pool.prefabs and pool.assets console commands take an optional filter argument
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Landmine max placement distance is 4 (same as other traps)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix for "Cannot change GameObject hierarchy while activating or deactivating the parent."
 
                
                
                
                
                
             
         
        
            
            
            
                
                Planner traces ignore triggers
Planner uses rust namespace defines instead of LayerMask.GetMask
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added convars for all the different places pooling is used in
Disabled sound prefab pooling by default (all the others remain enabled)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Client side tree meshes are now managed by the tree entity (fixes occasional invisible trees)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed invisible static bushes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed PrefabInstantiate culling itself in standalone builds (I think)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Unfucked entity creation / destruction events
Made entity destruction a lot faster (or that's what the editor wants me to believe)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed corpse ragdolls snapping to world origin
 
                
                
                
                
                
             
         
        
            
            
            
                
                Deferred actions carry a priority value that determines when they'll be executed
 
                
                
                
                
                
             
         
        
            
            
            
                
                Client side entity game object destroys are load balanced when leaving a network group
 
                
                
                
                
                
             
         
        
            
            
            
                
                Dedicated server compile fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Only toggle batch children when required