5,942 Commits over 4,018 Days - 0.06cph!
Fix for argument out of range exception in road generation on certain seeds
Prefab auto-updates (Tools/Prepare Prefabs)
Merge from save116 (new procedural generation, custom map updates, dungeon improvements)
Rockets + explosive rifle ammo deal full damage to strong side walls / doors again (fix for RUST-721)
Temp fix for missing powerlines next to roads
Added RigidbodyLOD (makes rigidbodies kinematic in the distance)
LightLOD treats spot and point lights separately (since point light shadow maps are much more expensive)
Fixed LightLOD issues when the number of lights in the scene is less than the graphics.shadowlights convar
Made LightLOD snap to the current state (enabled or disabled) on spawn rather than always starting disabled and fading in
Building blocks only send their support value to clients when it hasn't changed in the last iteration (fixes potential client connection flooding)
Another layer of exploit safety for direction properties
Building protection reboot
Wall frame can no longer be placed after roof (fix for RUST-689)
Only defer the destruction of building blocks, destroy all other entities immediately when leaving a networking group
Melee trace uses a threshold to switch between the accurate best-hit trace and the inaccurate any-hit fallback
Updated skeleton damage multipliers
Melee weapons look for the best body part to deal damage to rather than just taking the first one they can find
Fixed missing airfield wall colliders
Fixed Physics.IgnoreCollision performance regression on certain hardware
Fix for RUST-654 (turret roof exploit)
initialize conditional models on server start again
Merge from save115
HapisIsland, procedural generation and dungeon updates
Spawn population tweaks
Fixed some stuff spawning midair near rocks
DeferredDecalRenderer command buffer refresh is allocation free
Added decal.cache convar (refresh decal system every frame vs. only when marked as dirty)
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)
Disabled microfiber fuzz layer on reactive target (uses fucked up normal encoding that messes with deferred decals)
Fixed active item not dropping when killed without entering the wounded state first
Fixed potential pooling NRE when leaving play mode in the editor
kill console command kills immediately without going wounded first (it's just annoying)
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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