11,009 Commits over 4,048 Days - 0.11cph!
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)
Fixed PrefabInstantiate culling itself in standalone builds (I think)
Fixed invisible static bushes
Client side tree meshes are now managed by the tree entity (fixes occasional invisible trees)
Added convars for all the different places pooling is used in
Disabled sound prefab pooling by default (all the others remain enabled)
Planner traces ignore triggers
Planner uses rust namespace defines instead of LayerMask.GetMask
Fix for "Cannot change GameObject hierarchy while activating or deactivating the parent."
Landmine max placement distance is 4 (same as other traps)
Made pool.prefabs and pool.assets console commands take an optional filter argument
Wall frame inserts do the same construction layer check walls do
Allowed mesh.quality and tree.quality to be > 100
Made mesh and tree qualities > 100 push back the billboard / cull distance as well
Planner placement tweaks and fixes
Fixed barricades culling too early
Fixed ancient bug in planner that could incorrectly allow placement of objects at max distance
Building block prefab updates
Conditional models run on both client and server
Re-added deployer for locks (until we have something better for them)
Decay protection points use sockets (faster than physics query and actually reliable)
▄▋▍▍▋▋█ ▌▊▋▄▌▍▅▍ ▉▉▆▍█▌▄ ▄▅ ▋█▌▄▇▉▉
Retired Deployer and DeployGuide scripts
Converted all deployables to use the planner entity for deployment
Network++
Fixed external gate doors getting culled when 100+ world units away
Tweaked external gate door LOD1 distance
...but only on 64bit OSes