11,009 Commits over 4,048 Days - 0.11cph!
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)
StabilityEntity protobuf stores distance from ground
StabilityEntity protobuf stability value is optional (backward compatibility)
StabilityEntity saves and loads cached stability value
SphereEntity protobuf reference
Added RUST-462
Fixed RUST-471 (presumably)
Disabled projectile penetration on players (for better damage predictability, related to 12922)
Fixed issue that could force LOD0 to always be visible
Dummy LODBatch script (to fix warnings without messing with Vince's changes)
Fixed error spam on connect
Compile fixes (CLIENT / SERVER)
Automatic batch splitting when vertex count limit is reached
MeshCull plays nice with batching
Batched mesh readonly fix
Skip LODs that use multiple submeshes (for now)
Include mesh upload time in load balancing considerations
Scripts can declare that they handle batching (IBatchingHandler)
Retired LODBatch (use RendererBatch)
Generic deployable prefabs