10,834 Commits over 3,867 Days - 0.12cph!
Building block skin pooling is also load balanced
Building entities have higher destruction priority than other entities during deferred destruction
Deferred entity destruction tweaks
Some changes for more accurate profiling
Optimized entity realm list access on both client and server (FindInGroup + GetEnumerator)
Load balanced destruction of all client side combat entities
Added maxreceivetime convars for pool testing
Fixed missing building block placeholder mesh on pooled building blocks
Added pooling support to storage containers and doors
Added ResetState to BaseNetworkable (meant to reset entity to instantiation state)
Enabled sound pooling by default on 64bit systems
Fixed several "Cannot play disabled audio source" warnings
Deferred mesh decal rollback
Hopefully fixed a case where the player view direction was not shown correctly to clients (RUST-1154)
Increased effective distance of rifle bullets
Adjusted bolt action damage so coffecan helmets let you barely survive one headshot (as they did before the damage buff)
Fixed some GC spam from auto turrets
Server side interaction checks for everything
Increased rifle and pistol projectile base damage from 40 to 50
Changed some pooling console commands
Added meleedamage, arrowdamage, bulletdamage and bleedingdamage server convars
Added meleearmor, arrowarmor, bulletarmor and bleedingarmor server convars
Doubled projectile radius of shotgun buckshot and handmade shells
Merge from entity_pooling (disabled)
Entity pooling is disabled by default on the client and the server
Construction skin pooling is disabled by default on the server
ProjectVersion / ProjectSettings auto updates
Combat log also contains rejected attacks (including reason for rejection)
Clamp AH projectile and melee tickets
In the editor, keep separate prefab pools for client and server
Added admin printinput and printhead console commands
Weapon LOS checks now use client side projectile start position (after verifying that it's valid)
Added additional line segment to projectile and melee hit LOS check
Added additional info to log when rejecting projectiles for LOS violation
Added vis.lineofsight convar
Added vis.protection convar
Fixed missing arrows / spears when shot / thrown into the ground
Can no longer interact with stuff while wounded
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Shotgun buckshot has slightly randomized velocity (doesn't affect damage, purely visual)
AH projectile LOS improvements
AH melee weapon LOS improvements
Fixed clientside placement guide as well for RUST-1209