5,952 Commits over 4,140 Days - 0.06cph!
Fixed rocket_explosion prefab being fucked up and breaking when pooled (another smoke_2 warning)
Subtracting changeset
18195
Removed collider and rigidbody from the player_preview prefab
Removed rigidbodies from the player_collision and player_model prefabs (perf test)
Don't add the skinned mesh colliders to the local player
Fixed landmine_explosion prefab being fucked up and breaking when pooled (smoke_1 and smoke_2 warnings)
Fixed that some small static rocks were never culling
Fixed the complete mess of our loot prefabs, added proper culling for everything
Network++
Better player rigidbody stripping (massively reduced client rigidbody count)
Better prefab pool rigidbody handling (this isn't used by anything)
Server side player rigidbody fix
Resource spawns check for players in a radius
Resource spawns can use terrain anchors, checks and filters
SpawnGroup and BaseSpawnPoint are IServerComponent
FoliageDisplacement is IClientComponent
Resource spawns check for constructions in radius
Added terrain anchors to junkpiles
Removed RealmedRemove from junkpiles (handled by IClientComponent / IServerComponent + Client Cull / Server Cull)
Updated layers on junkpiles (World is for static world objects, not entities)
Added RecalculateBounds context menu to entities
Recalculated entity bounds on all junkpiles (RUST-1524)
Fixed ore scale not applying on the server
Adjusted junkpile terrain anchors so more than 2 find a place to spawn, which is a plus
Spawn handler does multiple retries per spawn wave if not enough spawn locations are found (RUST-1528)
Fixed rare case where stuff would still spawn too close to constructions
RecalculateBounds takes SkinnedMeshRenderer into account
Subtracting
18437 (cc alexrehberg)
Moved all script assets out of the "Content" folder (presumably irrelevant)
Removed PDF from "Content" folder (don't think this is used)
Fixed missing scripts in neutral_dungeon_lighting prefab
Added Tools/Find/Missing Scripts
Replaced Facepunch.Tick (appears to be fucked)
Added Window/Tools/Replace Objects With Prefab
Fixed missing sphere tank barrels (cc garry I think you have to reimport Content/Props/water_drums/water_drum_a.prefab)
Fixed broken objects / references on HapisIsland (hopefully takes care of our build issues)
Unity 5.4.2f2 (downgrade)
SkinnedMeshCollider, BaseCollision are IClientComponent
Fixed PieOption NRE on server build
Fixed ConvarComponent spam on server build
Set compile symbols before building asset bundles / preparing prefabs
All plugins copy pdb if found in output folder
Fixed Item.Ownership memory pooling being fucked up
Fixed ClientReady.ClientInfo leaking objects into the memory pool (only once per server join?)
Fixed collider list in TerrainCollision.GetIgnore sometimes being thrown to garbage collector instead of being pooled
Fixed rare lock entity NRE when thrown items are stuck in them while removing them (RUST-1521)
Recalculated entity bounds on all collectables