5,910 Commits over 3,867 Days - 0.06cph!
Load balancer takes more time when queue backlog increases
Removed stability warmup queue on server start since at this point it should be in stored in all savegames
Fix for RUST-600 (Cannot change GameObject hierarchy while activating or deactivating the parent)
Fix for RUST-631 (Armored foundation steps gives adjacent foundation transparent side(s))
Entities that haven't called spawn yet are valid as well (makes more sense for some existing code)
Compile fix (CLIENT && !SERVER)
Test: Don't check isSpawned when verifying the entity state while loading a save
Test: Set isDestroyed at the end of the entity deletion
Compile fix (CLIENT && !SERVER)
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
Moved blood package to third party folder
Fixed being unable to repair external walls, metal embrasures and window bars
Some pain relief for modders (you should still call UpdateSkin after SetGrade on building blocks)
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Fixed potential exception in ColliderBatch / RendererBatch
Experiment: Building blocks have placeholder geometry + collider until skin is initialized
Removed deprecated ConstructionGrade collision override
Fixed building skin / socket error when leaving network cell
Merge from conditional_models_2
Fixed assert spam when leaving play mode in the editor
Only toggle batch children when required
Dedicated server compile fix
Client side entity game object destroys are load balanced when leaving a network group
Deferred actions carry a priority value that determines when they'll be executed
Fixed corpse ragdolls snapping to world origin
Unfucked entity creation / destruction events
Made entity destruction a lot faster (or that's what the editor wants me to believe)
Fixed PrefabInstantiate culling itself in standalone builds (I think)
Fixed invisible static bushes
Client side tree meshes are now managed by the tree entity (fixes occasional invisible trees)
Added convars for all the different places pooling is used in
Disabled sound prefab pooling by default (all the others remain enabled)
Planner traces ignore triggers
Planner uses rust namespace defines instead of LayerMask.GetMask
Fix for "Cannot change GameObject hierarchy while activating or deactivating the parent."
Landmine max placement distance is 4 (same as other traps)
Made pool.prefabs and pool.assets console commands take an optional filter argument
Wall frame inserts do the same construction layer check walls do
Allowed mesh.quality and tree.quality to be > 100
Made mesh and tree qualities > 100 push back the billboard / cull distance as well
Planner placement tweaks and fixes
Fixed barricades culling too early
Fixed ancient bug in planner that could incorrectly allow placement of objects at max distance
Re-added deployer for locks (until we have something better for them)
Decay protection points use sockets (faster than physics query and actually reliable)
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