10,528 Commits over 4,201 Days - 0.10cph!
    
    
    
        
            
            
            
                
                Fence protection properties (currently defined per-entity which is a bit meh)
Fence prefab updates (projectile passthrough, impact effects)
                
                
                
                
             
         
        
            
            
            
                
                Fixed the tornado of confusion that appears to have occured in the animal footstep folders
                
                
                
                
             
         
        
            
            
            
                
                Tightened allwed ground deployment angle of shelves
                
                
                
                
             
         
        
            
            
            
                
                Got rid of legacy sleeping bag prefab
                
                
                
                
             
         
        
            
            
            
                
                Increased sleeping bag nobuild volume height
                
                
                
                
             
         
        
            
            
            
                
                I'm feeling lucky: GamePhysics.CheckOBB now uses Unity's new Physics.CheckBox
                
                
                
                
             
         
        
            
            
            
                
                Foundation deploy volume update for RUST-457
                
                
                
                
             
         
        
            
            
            
                
                Wall frame building shell protection
                
                
                
                
             
         
        
            
            
            
                
                Fixed being unable to attach square foundations to triangle foundations on the twig + wood building tiers
                
                
                
                
             
         
        
            
            
            
                
                Fixed ImageEffectRedirect trying to call disabled image effects (fixes warning spam on broken / unsupported image effects)
                
                
                
                
             
         
        
            
            
            
                
                Fixed invisible wood / stone / ore collectables (these need a proper model)
                
                
                
                
             
         
        
            
            
            
                
                Mushrooms and hemp use load balanced LOD system
Tweaked collectable LOD ranges
                
                
                
                
             
         
        
            
            
            
                
                Stopped burlap sacks from rolling around and generally being annoying as fuck
                
                
                
                
             
         
        
            
            
            
                
                Allocation-free overlap physics queries
SocketMod_EntityCheck uses entity vis class
GamePhysics.Trace no longer tries to early-reject with a raycast (since TraceAll is now allocation-free)
Better trigger handling in AntiHack
                
                
                
                
             
         
        
            
            
            
                
                Merge from physics_updates
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Fixed issue that prevented server savegames from loading in the editor
                
                
                
                
             
         
        
            
            
            
                
                Fixed potential stability refresh close-to-infinite loop when loading old savegames
                
                
                
                
             
         
        
            
            
            
                
                Merge from stability-serialization
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from prerelease
Network++
Manifest
                
                
                
                
             
         
        
        
            
            
            
                
                Added floor frame shell protection
Balanced floor frame health (now identical to floors)
Fixed floor frame insert layers (collider has to be on construction layer)
Floor frame inserts can now be rotated by looking at different frame sides
Floor frames themselves can no longer be rotated
                
                
                
                
             
         
        
            
            
            
                
                Fixed floor frame overlapping exploit
                
                
                
                
             
         
        
            
            
            
                
                Roof and foundation conditional model scripts
Neighbour socket type and entity link
                
                
                
                
             
         
        
            
            
            
                
                Updated building prefabs to the new conditional model system
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed initial conditional model state
                
                
                
                
             
         
        
            
            
            
                
                Roof conditional model improvements and fixes
                
                
                
                
             
         
        
            
            
            
                
                Roof conditional model adjustments
                
                
                
                
             
         
        
            
            
            
                
                Fixed potential signage NRE when database was deleted
                
                
                
                
             
         
        
            
            
            
                
                Vis.Colliders is allocation-free and supports collider subclasses as the generic type
                
                
                
                
             
         
        
        
            
            
            
                
                Rock and metal foundation steps no longer remove foundation sides (since they're not solid beneath them)
                
                
                
                
             
         
        
        
        
        
        
        
            
            
            
                
                Fixed entity vis query ignoring entities with triggers as colliders
                
                
                
                
             
         
        
        
            
            
            
                
                Enabled prefab pool by default
                
                
                
                
             
         
        
            
            
            
                
                ...but only on 64bit OSes
                
                
                
                
             
         
        
            
            
            
                
                Fixed external gate doors getting culled when 100+ world units away
Tweaked external gate door LOD1 distance
                
                
                
                
             
         
        
            
            
            
                
                Retired Deployer and DeployGuide scripts
Converted all deployables to use the planner entity for deployment
Network++
                
                
                
                
             
         
        
        
            
            
            
                
                ▄▋▍▍▋▋█ ▌▊▋▄▌▍▅▍ ▉▉▆▍█▌▄ ▄▅ ▋█▌▄▇▉▉
                
                
                
                
             
         
        
            
            
            
                
                Decay protection points use sockets (faster than physics query and actually reliable)