5,952 Commits over 4,140 Days - 0.06cph!
Fixed server held entity leak when dropped item is out of world bounds
Fixed DroppedItem.OnParentRemoved position calculations so dropped items appear at the correct position when their parent is removed
Update disabled state on the client whenever the parent reference changes
Fixed floating attachments when picking up weapons (RUST-1536)
Fixed "data is NULL" error when writing empty stream to network
Fixed error after running clear_memory
Added "free" console command (clears prefab, asset and memory pools, then runs GC and unloads unused assets)
Added editor save file converter to make save files human readable (only contains very basic info for now)
Fixed community and resource deposit entities being created on every server load (even if they already exist)
Reverted physics parameters to values from December (fixes physics crash on server startup... kinda)
Corpses use default physics parameters
Strip ceiling light rigidbodies and joints from server
RigidbodyLOD sets detectCollisions and isKinematic
Added timescale server convar
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Added gravity server convar
Added corpses server convar
Added events server convar
Added Tools/Find/Invalid Colliders
Replaced all colliders that were using a negative scale
Merge from world_serialization
Better error when trying to batch mesh that is not readable
Continue when saving / loading world fails for any reason
Added LZ4 compression library
World serialization uses LZ4Stream (since GZipStream is fucked on Windows)
Better FindMissingScripts / FindInvalidColliders
Tweaked physics.steps / physics.minsteps valid range
Added Tools/Find/Convex Colliders
Added Tools/Find/Trigger Colliders
Added spawn.respawn_groups and spawn.respawn_populations convars
Initial spawn also checks convars
Junkpile prevent_building colliders are no longer marked as triggers
Barrel mesh colliders are no longer marked as convex
Player and animal colliders are no longer marked as triggers
Added missing physic materials to crate prefabs
Added missing physic materials to junkpile_d washing machines
Combat log includes unique ID of attacker and target
Fixed messed up ground collider on harbor 1 and harbor 2
Data export command supports water map
Added world.cache convar (default true)
Include monuments in prefab warmup (does this break everything?)
Stripped vertex painter components from harbor scenes because they're horrendous
Include active colliders in dump
Added dropitems server convar
Added version field to world serialization
Added water map to world serialization
Another ceiling light client side physics optimization
Deployables no longer ignore "can rotate" flag
Added editor convars to pause renderer grid, collider grid and load balancer
Refresh renderer grid in loading screen (client)
Refresh collider grid after initializing conditional models (server)