10,480 Commits over 4,171 Days - 0.10cph!
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Decay protection points use sockets (faster than physics query and actually reliable)
Re-added deployer for locks (until we have something better for them)
Conditional models run on both client and server
Building block prefab updates
Fixed ancient bug in planner that could incorrectly allow placement of objects at max distance
Fixed barricades culling too early
Planner placement tweaks and fixes
Allowed mesh.quality and tree.quality to be > 100
Made mesh and tree qualities > 100 push back the billboard / cull distance as well
Wall frame inserts do the same construction layer check walls do
Made pool.prefabs and pool.assets console commands take an optional filter argument
Landmine max placement distance is 4 (same as other traps)
Fix for "Cannot change GameObject hierarchy while activating or deactivating the parent."
Planner traces ignore triggers
Planner uses rust namespace defines instead of LayerMask.GetMask
Added convars for all the different places pooling is used in
Disabled sound prefab pooling by default (all the others remain enabled)
Client side tree meshes are now managed by the tree entity (fixes occasional invisible trees)
Fixed invisible static bushes
Fixed PrefabInstantiate culling itself in standalone builds (I think)
Unfucked entity creation / destruction events
Made entity destruction a lot faster (or that's what the editor wants me to believe)
Fixed corpse ragdolls snapping to world origin
Deferred actions carry a priority value that determines when they'll be executed
Client side entity game object destroys are load balanced when leaving a network group
Dedicated server compile fix
Only toggle batch children when required
Fixed assert spam when leaving play mode in the editor
Editor construction prefab preview
Retired ConstructionCollision
Server Cull / Client Cull game object tags work once again
Building prefab updates (now using PreviewMesh for editor preview)
Building skin updates (empty child object culling)
External walls and window bars use SimpleBuildingBlock
Wind generator uses SimpleBuildingBlock
Building deployable updates (retired Construction Skin layer)
Retired Construction Skin layer entirely
Merge from conditional_models_2
Fixed building skin / socket error when leaving network cell
Removed deprecated ConstructionGrade collision override
Experiment: Building blocks have placeholder geometry + collider until skin is initialized
Fixed potential exception in ColliderBatch / RendererBatch
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Some pain relief for modders (you should still call UpdateSkin after SetGrade on building blocks)
Fixed being unable to repair external walls, metal embrasures and window bars
Moved blood package to third party folder