10,528 Commits over 4,201 Days - 0.10cph!
    
    
    
        
        
        
        
        
        
            
            
            
                
                Building deployable prefabs
                
                
                
                
             
         
        
        
            
            
            
                
                Generic deployable prefabs
                
                
                
                
             
         
        
            
            
            
                
                Retired LODBatch (use RendererBatch)
                
                
                
                
             
         
        
            
            
            
                
                Scripts can declare that they handle batching (IBatchingHandler)
                
                
                
                
             
         
        
            
            
            
                
                Include mesh upload time in load balancing considerations
                
                
                
                
             
         
        
            
            
            
                
                Skip LODs that use multiple submeshes (for now)
                
                
                
                
             
         
        
            
            
            
                
                Batched mesh readonly fix
                
                
                
                
             
         
        
            
            
            
                
                MeshCull plays nice with batching
                
                
                
                
             
         
        
            
            
            
                
                Automatic batch splitting when vertex count limit is reached
                
                
                
                
             
         
        
        
            
            
            
                
                Compile fixes (CLIENT / SERVER)
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed error spam on connect
                
                
                
                
             
         
        
            
            
            
                
                Dummy LODBatch script (to fix warnings without messing with Vince's changes)
                
                
                
                
             
         
        
            
            
            
                
                Fixed issue that could force LOD0 to always be visible
                
                
                
                
             
         
        
            
            
            
                
                Disabled projectile penetration on players (for better damage predictability, related to 12922)
                
                
                
                
             
         
        
        
        
            
            
            
                
                Added RUST-462
Fixed RUST-471 (presumably)
                
                
                
                
             
         
        
        
            
            
            
                
                SphereEntity protobuf reference
                
                
                
                
             
         
        
        
            
            
            
                
                StabilityEntity saves and loads cached stability value
                
                
                
                
             
         
        
            
            
            
                
                StabilityEntity protobuf stability value is optional (backward compatibility)
                
                
                
                
             
         
        
            
            
            
                
                StabilityEntity protobuf stores distance from ground
                
                
                
                
             
         
        
            
            
            
                
                Entity spawn test console command (entity.create)
                
                
                
                
             
         
        
        
            
            
            
                
                BuildingBlock protobuf update (backward compatibility)
                
                
                
                
             
         
        
            
            
            
                
                GamePhysics now uses the new allocation-free physics API
                
                
                
                
             
         
        
            
            
            
                
                Refresh batched building mesh when rotating building parts
                
                
                
                
             
         
        
            
            
            
                
                Roofs can no longer be placed downwards
Reduced roof max placement distance
                
                
                
                
             
         
        
        
            
            
            
                
                Entity stability values are now saved and loaded
Stability warmup is much faster (and almost free if values have been saved)
Stability refresh is faster (terminates after less iterations)
All stability parameters can now be adjusted by admins
Stability distance from ground is displayed in the editor
                
                
                
                
             
         
        
        
        
            
            
            
                
                Yield a frame from time to time during stability warmup (temp fix for Multiplay killing our process on startup)
                
                
                
                
             
         
        
            
            
            
                
                Added automatic mesh splitting to collider batching
                
                
                
                
             
         
        
            
            
            
                
                Added refresh_colliders and refresh_renderers console commands
                
                
                
                
             
         
        
            
            
            
                
                Batching vertex count / submesh cutoff is adjustable via convars
                
                
                
                
             
         
        
            
            
            
                
                Made player movement more direct
                
                
                
                
             
         
        
            
            
            
                
                Ripped out the old conditional model system (refresh / process queues, building block extension)
Disabled ModelConditionTest_Sphere globally (deprecated)
Implemented conditional model system 2.0 baseline (managed by ConstructionSkin)
                
                
                
                
             
         
        
            
            
            
                
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                LOD, batching and culling tweaks and fixes