10,834 Commits over 3,867 Days - 0.12cph!
Spawn population tweaks
Fixed some stuff spawning midair near rocks
DeferredDecalRenderer command buffer refresh is allocation free
Added decal.cache convar (refresh decal system every frame vs. only when marked as dirty)
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)
Disabled microfiber fuzz layer on reactive target (uses fucked up normal encoding that messes with deferred decals)
Fixed active item not dropping when killed without entering the wounded state first
Fixed potential pooling NRE when leaving play mode in the editor
kill console command kills immediately without going wounded first (it's just annoying)
Load balancer takes more time when queue backlog increases
Removed stability warmup queue on server start since at this point it should be in stored in all savegames
Fix for RUST-600 (Cannot change GameObject hierarchy while activating or deactivating the parent)
Fix for RUST-631 (Armored foundation steps gives adjacent foundation transparent side(s))
Entities that haven't called spawn yet are valid as well (makes more sense for some existing code)
Compile fix (CLIENT && !SERVER)
Test: Don't check isSpawned when verifying the entity state while loading a save
Test: Set isDestroyed at the end of the entity deletion
Compile fix (CLIENT && !SERVER)
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
Moved blood package to third party folder
Fixed being unable to repair external walls, metal embrasures and window bars
Some pain relief for modders (you should still call UpdateSkin after SetGrade on building blocks)
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Fixed potential exception in ColliderBatch / RendererBatch
Experiment: Building blocks have placeholder geometry + collider until skin is initialized
Removed deprecated ConstructionGrade collision override
Fixed building skin / socket error when leaving network cell
Merge from conditional_models_2
Retired Construction Skin layer entirely
Building deployable updates (retired Construction Skin layer)
Wind generator uses SimpleBuildingBlock
External walls and window bars use SimpleBuildingBlock
Building skin updates (empty child object culling)
Building prefab updates (now using PreviewMesh for editor preview)
Server Cull / Client Cull game object tags work once again
Retired ConstructionCollision
Editor construction prefab preview
Fixed assert spam when leaving play mode in the editor
Only toggle batch children when required
Dedicated server compile fix
Client side entity game object destroys are load balanced when leaving a network group
Deferred actions carry a priority value that determines when they'll be executed
Fixed corpse ragdolls snapping to world origin
Unfucked entity creation / destruction events
Made entity destruction a lot faster (or that's what the editor wants me to believe)