5,953 Commits over 4,171 Days - 0.06cph!
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
Fixed assert spam when leaving play mode in the editor
Merge from conditional_models_2
Fixed building skin / socket error when leaving network cell
Removed deprecated ConstructionGrade collision override
Experiment: Building blocks have placeholder geometry + collider until skin is initialized