10,480 Commits over 4,171 Days - 0.10cph!
Added GameManager.Destroy (verifies entity state and logs error if it's corrupted)
Replaced a shitton of GameObject.Destroy and Object.Destroy calls with GameManager overloads
Compile fix (CLIENT && !SERVER)
Test: Set isDestroyed at the end of the entity deletion
Test: Don't check isSpawned when verifying the entity state while loading a save
Compile fix (CLIENT && !SERVER)
Entities that haven't called spawn yet are valid as well (makes more sense for some existing code)
Fix for RUST-631 (Armored foundation steps gives adjacent foundation transparent side(s))
Fix for RUST-600 (Cannot change GameObject hierarchy while activating or deactivating the parent)
Removed stability warmup queue on server start since at this point it should be in stored in all savegames
Load balancer takes more time when queue backlog increases
kill console command kills immediately without going wounded first (it's just annoying)
Fixed potential pooling NRE when leaving play mode in the editor
Fixed active item not dropping when killed without entering the wounded state first
Disabled microfiber fuzz layer on reactive target (uses fucked up normal encoding that messes with deferred decals)
Reactive target uses RendererLOD instead of LODGroup (never use LODGroup for stuff that doesn't walk around)
Adjusted reactive target bullseye collider (no hard edges that can cause perpendicular impact effects)
Adjusted reactive target physics layers (no player collision on the moving parts)
DeferredDecalRenderer command buffer refresh is allocation free
Added decal.cache convar (refresh decal system every frame vs. only when marked as dirty)
Spawn population tweaks
Fixed some stuff spawning midair near rocks
Manual copy of new HapisIsland (because Plastic apparently hates subtract inception)
Merge from prerelease/dungeons_art
Reverted Terrain4 (I assume this was committed accidentally)
Default world size is 3000 to assure that everyone hates me
Fixed floaty arid / beach trees
Fixed rocks sometimes spawning on warehouse quarry
Road network generation tweaks
Powerline generation tweaks
Fixed occasional sawtooth terrain glitch around monuments
Various rock improvements
Hardcoded road tinting to dirt splat layer
Trainyard monument topology fixes
Rock clutter and cliffside tweaks
Fixed underwater rock spawn rule
Fixed iceberg spawn rule
Rock heightmap adjustment tweaks
Rock formation prefab updates
Reject rivers on extreme slopes
Merge from save115
HapisIsland, procedural generation and dungeon updates
initialize conditional models on server start again
Fix for RUST-654 (turret roof exploit)