10,832 Commits over 3,867 Days - 0.12cph!
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Scene2Prefab (monuments and dungeons are now using flat hierarchies for performance)
Network++
Save++
Scene2Prefab hierarchy flattening does not remove empty child objects of entities
Enabled hierarchy flattening in all dungeon / monument scenes
Scene2Prefab can opt out of automatic hierarchy flattening
Made Scene2Prefab a bit faster
Nicer progress bar for Scene2Prefab
Flatten dungeon prefabs on export (performance)
Fixed cave_small_easy scene merge fuckup
AmbientLightLOD uses LOD grid for better load balancing, less stress on the dynamic LOD manager
Merge from main
Network++
Fixed locks not being networked properly
Merge from networking_fuckery
Fixed effect instantiates, console messages and console commands showing up as "GroupChange" in profiler
Enabled player model, collider and nametag pooling again
Destroy entity client instances recursively when a network limited entity changes parenting
Fixed a situation where child entities could miss a group change of their parent, then leak on the client
Entity find commands return both client and server entities in the editor
Fixed rare-ish infinite loop in SoundManager
Added parent to entity info
Added find_parent command
Fixed error in entity find commands when group is null
Fixed possible NRE in entity find commands
Added entity debug commands to server build as well
Entities can opt out of the load balanced game object destruction (makes sense for held entities)
Fixed certain entities sending a group changed message before they spawned (which is pointless and ignored on the client)
Log warning when trying to change the group of an entity that does not exist on the client
Added some entity debugging tools (find, find_group, find_id)
Fixed WaterVisibilityTrigger compile error when set to SERVER in the editor
Added support for mesh renderers to wearable pooling
Fixed pumpkin not shown on player after initial use (RUST-1340)
Player model footsteps refresh their player reference when taken from the pool (fixes issue with pool.player_model enabled)
Disabled some new elements of player pooling to fix missing footsteps, weapon world model issues
Added padding to environment volumes to fix tiny gaps when placed by hand
Merged lighthouse fixes from dungeon_art_3
Stricter flyhack detection (RUST-1320)
Fixed players appearing with wrong name tag (RUST-1331)
Added collider_capacity and renderer_capacity convars (limit the vertex count of collider and renderer batches)
Fixed rubberbanding at the outer edges of certain terrain triggers (RUST-1321)
Fixed that certain inland geographical features only existed on larger maps
Added terrain check system (similar to terrain anchors but without adjusting the position to fit)
Added terrain checks to lighthouse
Netgraph can only be used by admins and developers (RUST-1327)
Fixed potential NRE in FootstepEffects
Fixed box collider of local player being enabled after respawn (forcing player in random directions)
Merge from dangerous_optimizations
Warmup player animators when they switch to enabled (fixes animation state when players become visible)
PlayerModel cleanup, optimizations and fixes