5,928 Commits over 3,959 Days - 0.06cph!
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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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