10,614 Commits over 4,413 Days - 0.10cph!
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
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