10,832 Commits over 3,867 Days - 0.12cph!
Fixed error from
20341 on entities that have their model component on the root entity object
Added client entity pooling to animals, presumably fucking everything up in the process
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)
When checking other players in the grounded test, ignore players that aren't standing on solid ground or recently triggered anti hack
Can no longer place large furnace on top of sleeping bags (RUST-1666)
vis.lerp is available to developers in standalone builds
Can pick up chain link gate (same as prison gate)
Fuck off that delayed kill message bullshit on players
Additional profiler samples for BasePlayer.FinalizeTick.Transform
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)
Added movement curve interpolation to flyhack detection (same as for noclip detection)
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)
Replaced Physics.Linecast(Vector3 start, Vector3 end) with Physics.Linecast(Vector3 start, Vector3 end, out RaycastHit hitInfo) because Unity
Ladder movement is verified on the server
Fixed client collider on PineBare-2 (RUST-1660)
Fixed tree collider scales (RUST-1654)
Fixed player model sinking halfway into the ground when turning off torch (RUST-1646)
Better / fixed pooling for GetVisibleFrom
JunkPile timeout check uses Unity's invoke because of its long repeat time and since it doesn't use CancelInvoke
Removed this. from all invokes as they're no longer 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
Moved InvokeHandler to plugins
Made InvokeHandler methods part of FacepunchBehaviour rather than extension methods
Facepunch.System project automatically includes all its cs files (like the other plugins)
Massively improved InvokeHandler hashing
Fixed OSX / Linux / Win32 debug builds not uploading to Steam
Changed InvokeHandler times from AoS to SoA (performance)
Log game object name when encountering SkinnedMeshCollision without SkinnedMeshCollider (RUST-1645)
Fixed metal chest plate rig in prefab (RUST-1637)
Added OpenGL core to Windows (for asset bundles)
Fixed RustBuilder not building all all platforms as debug build
Fixed metal chest plate (sometimes?) being invisible (RUST-1637)
Added BufferList to Rust.Global (list that exposes its backing array for fast iteration)
Optimized InvokeHandler and UpdateHandler by reducing their iteration overhead
ListHashSet and ListDictionary use BufferList and take an initial capacity in their constructor
Fixed player collision corruption on die / respawn cycle (RUST-1642)
Added UpdateHandler and UpdateBehaviour (offer DeltaUpdate that can efficiently sleep for x seconds)
Optimized LightEx using DeltaUpdate (update rate now decreases smoothly with distance from camera)
Fixed game object creation error in editor when stopping game
Some invoke handler optimizations
Stripped a missing script from UI scene (console input field)