5,953 Commits over 4,171 Days - 0.06cph!
Added OpenGL core to Windows (for asset bundles)
Fixed metal chest plate rig in prefab (RUST-1637)
Log game object name when encountering SkinnedMeshCollision without SkinnedMeshCollider (RUST-1645)
Changed InvokeHandler times from AoS to SoA (performance)
Fixed OSX / Linux / Win32 debug builds not uploading to Steam
Massively improved InvokeHandler hashing
Facepunch.System project automatically includes all its cs files (like the other plugins)
Moved InvokeHandler to plugins
Made InvokeHandler methods part of FacepunchBehaviour rather than extension methods
ListComponent now uses a ListHashSet instead of a List (better remove performance)
ListHashSet implements IEnumerable and has index getter / setter
ListDictionary implements IEnumerable
Removed this. from all invokes as they're no longer extension methods
JunkPile timeout check uses Unity's invoke because of its long repeat time and since it doesn't use CancelInvoke
Better / fixed pooling for GetVisibleFrom
Fixed player model sinking halfway into the ground when turning off torch (RUST-1646)
Fixed tree collider scales (RUST-1654)
Fixed client collider on PineBare-2 (RUST-1660)
Ladder movement is verified on the server
Replaced Physics.Linecast(Vector3 start, Vector3 end) with Physics.Linecast(Vector3 start, Vector3 end, out RaycastHit hitInfo) because Unity
Check if standing on other players when verifying grounded state in anti hack (RUST-1572)
Changed default value of flyhack_protection to 3 (includes check for other players)
Eliminated water carving volume test from anti hack (perf)
Use current position rather than new position for server side grounded check (should be more robust for jumping on sloped terrain)
Added movement curve interpolation to flyhack detection (same as for noclip detection)
Deleted "Debug/Load Profile File" since it's no longer working on 5.6 (use the save / load buttons at the top of the profiler window instead)
Additional profiler samples for BasePlayer.FinalizeTick.Transform
Fuck off that delayed kill message bullshit on players
Can pick up chain link gate (same as prison gate)
vis.lerp is available to developers in standalone builds
Can no longer place large furnace on top of sleeping bags (RUST-1666)
When checking other players in the grounded test, ignore players that aren't standing on solid ground or recently triggered anti hack
Added client entity pooling to locker
Added client entity pooling to search light
Added client entity pooling to liquid container
Added client entity pooling to recycler
Added client entity pooling to repair bench
Added client entity pooling to research table
Added client entity pooling to resource extractor storage
Added client entity pooling to auto turret
Added client entity pooling to flame turret
Added client entity pooling to stash container
Added client entity pooling to wildlife trap
FIxed a couple of serialization fuckups (public variables inside SERVER ifdefs)
Added client entity pooling to animals, presumably fucking everything up in the process
Fixed error from
20341 on entities that have their model component on the root entity object
Player name in death screen is the actual name on Steam (counteracts namespoofing)
Don't include the entire friends list in the F7 hacker report player selection (less cluttered)
Always put the most recent killer at the top of the F7 hacker report player selection
Fixed hack report player list ordering issues
Hack report player selection UI tweaks
Another hack report player list ordering issue fix
Fixed suicide clearing the last attacker steam ID, removing it from the top of the hack report tool
Keep last killer ID when switching servers
Reduced max client side rock scale (allows stricter AH)
Disabled prefab info debug
Fixed possible NRE in LootSpawn
Stop lerp script immediately when destroying a client entity
Log last attacker as killer if dying from wounded / fall within 60 seconds of the last attack