5,970 Commits over 4,383 Days - 0.06cph!
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
Fixed potential exception in ColliderBatch / RendererBatch
▌ ▇▊▍▋▆▇▇█▊▇▅ ▅▅▄█▅▋▊▍ ▉▍▆▅▆▋ █▋▊▍ ▅▄▉█▉█▇▇▇▇▄ ▆▆▋▊▇▊
Some pain relief for modders (you should still call UpdateSkin after SetGrade on building blocks)
Fixed being unable to repair external walls, metal embrasures and window bars
Moved blood package to third party folder
Added GameManager.Destroy (verifies entity state and logs error if it's corrupted)
Replaced a shitton of GameObject.Destroy and Object.Destroy calls with GameManager overloads
Compile fix (CLIENT && !SERVER)
Test: Set isDestroyed at the end of the entity deletion
Test: Don't check isSpawned when verifying the entity state while loading a save
Compile fix (CLIENT && !SERVER)
Entities that haven't called spawn yet are valid as well (makes more sense for some existing code)
Fix for RUST-631 (Armored foundation steps gives adjacent foundation transparent side(s))
Fix for RUST-600 (Cannot change GameObject hierarchy while activating or deactivating the parent)
Removed stability warmup queue on server start since at this point it should be in stored in all savegames
Load balancer takes more time when queue backlog increases
kill console command kills immediately without going wounded first (it's just annoying)
Fixed potential pooling NRE when leaving play mode in the editor
Fixed active item not dropping when killed without entering the wounded state first
Disabled microfiber fuzz layer on reactive target (uses fucked up normal encoding that messes with deferred decals)
Reactive target uses RendererLOD instead of LODGroup (never use LODGroup for stuff that doesn't walk around)
Adjusted reactive target bullseye collider (no hard edges that can cause perpendicular impact effects)
Adjusted reactive target physics layers (no player collision on the moving parts)
DeferredDecalRenderer command buffer refresh is allocation free
Added decal.cache convar (refresh decal system every frame vs. only when marked as dirty)
Spawn population tweaks
Fixed some stuff spawning midair near rocks
Merge from save115
HapisIsland, procedural generation and dungeon updates
initialize conditional models on server start again
Fix for RUST-654 (turret roof exploit)
Fixed Physics.IgnoreCollision performance regression on certain hardware