5,910 Commits over 3,867 Days - 0.06cph!
Retired Deployer and DeployGuide scripts
Converted all deployables to use the planner entity for deployment
Network++
Fixed external gate doors getting culled when 100+ world units away
Tweaked external gate door LOD1 distance
...but only on 64bit OSes
Enabled prefab pool by default
Fixed entity vis query ignoring entities with triggers as colliders
Vis.Colliders is allocation-free and supports collider subclasses as the generic type
Fixed potential signage NRE when database was deleted
Fixed floor frame overlapping exploit
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
Merge from prerelease
Network++
Manifest
Merge from stability-serialization
Merge from physics_updates
Stopped burlap sacks from rolling around and generally being annoying as fuck
Mushrooms and hemp use load balanced LOD system
Tweaked collectable LOD ranges
Fixed invisible wood / stone / ore collectables (these need a proper model)
Fixed ImageEffectRedirect trying to call disabled image effects (fixes warning spam on broken / unsupported image effects)
Fixed being unable to attach square foundations to triangle foundations on the twig + wood building tiers
Wall frame building shell protection
Foundation deploy volume update for RUST-457
I'm feeling lucky: GamePhysics.CheckOBB now uses Unity's new Physics.CheckBox
Increased sleeping bag nobuild volume height
Got rid of legacy sleeping bag prefab
Tightened allwed ground deployment angle of shelves
Fixed the tornado of confusion that appears to have occured in the animal footstep folders
Fence protection properties (currently defined per-entity which is a bit meh)
Fence prefab updates (projectile passthrough, impact effects)
LOD, batching and culling tweaks and fixes
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Made player movement more direct
Batching vertex count / submesh cutoff is adjustable via convars
Added refresh_colliders and refresh_renderers console commands
Added automatic mesh splitting to collider batching
Yield a frame from time to time during stability warmup (temp fix for Multiplay killing our process on startup)
Entity stability values are now saved and loaded
Stability warmup is much faster (and almost free if values have been saved)
Stability refresh is faster (terminates after less iterations)
All stability parameters can now be adjusted by admins
Stability distance from ground is displayed in the editor
Roofs can no longer be placed downwards
Reduced roof max placement distance
Refresh batched building mesh when rotating building parts
GamePhysics now uses the new allocation-free physics API
BuildingBlock protobuf update (backward compatibility)
Entity spawn test console command (entity.create)
StabilityEntity protobuf stores distance from ground
StabilityEntity protobuf stability value is optional (backward compatibility)
StabilityEntity saves and loads cached stability value
SphereEntity protobuf reference