10,834 Commits over 3,867 Days - 0.12cph!
Merge from prerelease
Network++
Manifest
Added floor frame socket type
Removed pillar and block sockets from floor frame building block
Merge from stability-serialization
Fixed potential stability refresh close-to-infinite loop when loading old savegames
Fixed issue that prevented server savegames from loading in the editor
Merge from physics_updates
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
Stopped burlap sacks from rolling around and generally being annoying as fuck
Mushrooms and hemp use load balanced LOD system
Tweaked collectable LOD ranges
Fixed invisible wood / stone / ore collectables (these need a proper model)
Fixed ImageEffectRedirect trying to call disabled image effects (fixes warning spam on broken / unsupported image effects)
Fixed being unable to attach square foundations to triangle foundations on the twig + wood building tiers
Wall frame building shell protection
Foundation deploy volume update for RUST-457
I'm feeling lucky: GamePhysics.CheckOBB now uses Unity's new Physics.CheckBox
Increased sleeping bag nobuild volume height
Got rid of legacy sleeping bag prefab
Tightened allwed ground deployment angle of shelves
Fixed the tornado of confusion that appears to have occured in the animal footstep folders
Fence protection properties (currently defined per-entity which is a bit meh)
Fence prefab updates (projectile passthrough, impact effects)
LOD, batching and culling tweaks and fixes
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Ripped out the old conditional model system (refresh / process queues, building block extension)
Disabled ModelConditionTest_Sphere globally (deprecated)
Implemented conditional model system 2.0 baseline (managed by ConstructionSkin)
Added lodgrid convar (editor-only, pauses LODing if false)
Mesh batching for static quarry and pumpjack
Added frame construction socket type
Updated wall frame / double door prefab sockets
Fixed prefab ID on metal double door
Added tags to wall.frame prefab (though these are optional... I think)
Made player movement more direct
Batching vertex count / submesh cutoff is adjustable via convars
Added refresh_colliders and refresh_renderers console commands
Added automatic mesh splitting to collider batching
Yield a frame from time to time during stability warmup (temp fix for Multiplay killing our process on startup)
Entity stability values are now saved and loaded
Stability warmup is much faster (and almost free if values have been saved)
Stability refresh is faster (terminates after less iterations)
All stability parameters can now be adjusted by admins
Stability distance from ground is displayed in the editor
Roofs can no longer be placed downwards
Reduced roof max placement distance
Refresh batched building mesh when rotating building parts
GamePhysics now uses the new allocation-free physics API
BuildingBlock protobuf update (backward compatibility)
Entity spawn test console command (entity.create)