10,548 Commits over 4,324 Days - 0.10cph!
StabilityEntity protobuf stores distance from ground
Entity spawn test console command (entity.create)
BuildingBlock protobuf update (backward compatibility)
GamePhysics now uses the new allocation-free physics API
Refresh batched building mesh when rotating building parts
Roofs can no longer be placed downwards
Reduced roof max placement distance
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
Yield a frame from time to time during stability warmup (temp fix for Multiplay killing our process on startup)
Added automatic mesh splitting to collider batching
Added refresh_colliders and refresh_renderers console commands
Batching vertex count / submesh cutoff is adjustable via convars
Made player movement more direct
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)
▇ ▄▅▉▍▇▋▆ ▄▌▊▆▅▉▍▊▄ █▆█▅▄▇▊▄▉▆▌ ▌▅▍▍▇▆▌▇█▌▋ ▊▉▊▋▅ ▍▍▅▋▇
LOD, batching and culling tweaks and fixes
Fence protection properties (currently defined per-entity which is a bit meh)
Fence prefab updates (projectile passthrough, impact effects)
Fixed the tornado of confusion that appears to have occured in the animal footstep folders
Tightened allwed ground deployment angle of shelves
Got rid of legacy sleeping bag prefab
Increased sleeping bag nobuild volume height
I'm feeling lucky: GamePhysics.CheckOBB now uses Unity's new Physics.CheckBox
Foundation deploy volume update for RUST-457
Wall frame building shell protection
Fixed being unable to attach square foundations to triangle foundations on the twig + wood building tiers
Fixed ImageEffectRedirect trying to call disabled image effects (fixes warning spam on broken / unsupported image effects)
Fixed invisible wood / stone / ore collectables (these need a proper model)
Mushrooms and hemp use load balanced LOD system
Tweaked collectable LOD ranges
Stopped burlap sacks from rolling around and generally being annoying as fuck
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
Merge from physics_updates
Fixed issue that prevented server savegames from loading in the editor
Fixed potential stability refresh close-to-infinite loop when loading old savegames
Merge from stability-serialization
Merge from prerelease
Network++
Manifest
Added floor frame shell protection
Balanced floor frame health (now identical to floors)
Fixed floor frame insert layers (collider has to be on construction layer)
Floor frame inserts can now be rotated by looking at different frame sides
Floor frames themselves can no longer be rotated
Fixed floor frame overlapping exploit
Roof and foundation conditional model scripts
Neighbour socket type and entity link
Updated building prefabs to the new conditional model system
Fixed initial conditional model state