5,959 Commits over 4,201 Days - 0.06cph!
Fixed missing arrows / spears when shot / thrown into the ground
Weapon LOS checks now use client side projectile start position (after verifying that it's valid)
Added additional line segment to projectile and melee hit LOS check
Added additional info to log when rejecting projectiles for LOS violation
Added vis.lineofsight convar
Added vis.protection convar
Added admin printinput and printhead console commands
Clamp AH projectile and melee tickets
Combat log also contains rejected attacks (including reason for rejection)
ProjectVersion / ProjectSettings auto updates
Merge from entity_pooling (disabled)
Doubled projectile radius of shotgun buckshot and handmade shells
Added meleedamage, arrowdamage, bulletdamage and bleedingdamage server convars
Added meleearmor, arrowarmor, bulletarmor and bleedingarmor server convars
Changed some pooling console commands
Increased rifle and pistol projectile base damage from 40 to 50
Server side interaction checks for everything
Fixed some GC spam from auto turrets
Adjusted bolt action damage so coffecan helmets let you barely survive one headshot (as they did before the damage buff)
Increased effective distance of rifle bullets
Hopefully fixed a case where the player view direction was not shown correctly to clients (RUST-1154)
Deferred mesh decal rollback
Fixed several "Cannot play disabled audio source" warnings
Enabled sound pooling by default on 64bit systems
Added ResetState to BaseNetworkable (meant to reset entity to instantiation state)
Added pooling support to storage containers and doors
Fixed missing building block placeholder mesh on pooled building blocks
Added maxreceivetime convars for pool testing
Load balanced destruction of all client side combat entities
Optimized entity realm list access on both client and server (FindInGroup + GetEnumerator)
Some changes for more accurate profiling
Deferred entity destruction tweaks
Building entities have higher destruction priority than other entities during deferred destruction
Building block skin pooling is also load balanced
Fixed server duplicate key exception
Entity destruction priority fix
Only initialize door animators if required when leaving the pool
Fixed onInventoryChanged event being called for every player
Replaced BasePlayer.LocalPlayer with LocalPlayer.Entity
Replaced GlobalMessages.onInventoryChanged.Call with LocalPlayer.OnInventoryChanged
Merge from player_pooling (disabled by default)
Fixed onInventoryChanged event being called every time a shot is fired
Clear LOD group when clearing player mesh (should fix duplicate LOD group warning with player pooling enabled)
ItemIcon NRE fix (for real)
Enabled entity and player pooling by default on 64bit systems
Disabled entity pooling on furnaces + campfires for now (VFX stuck)
Eliminated hasEntityMenu computation from ClientInit (slow)