5,970 Commits over 4,383 Days - 0.06cph!
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
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."