10,525 Commits over 4,201 Days - 0.10cph!
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
Roof conditional model improvements and fixes
Roof conditional model adjustments
Fixed potential signage NRE when database was deleted
Vis.Colliders is allocation-free and supports collider subclasses as the generic type
Rock and metal foundation steps no longer remove foundation sides (since they're not solid beneath them)
Fixed entity vis query ignoring entities with triggers as colliders
Enabled prefab pool by default
...but only on 64bit OSes
Fixed external gate doors getting culled when 100+ world units away
Tweaked external gate door LOD1 distance
Retired Deployer and DeployGuide scripts
Converted all deployables to use the planner entity for deployment
Network++
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Decay protection points use sockets (faster than physics query and actually reliable)
Re-added deployer for locks (until we have something better for them)
Conditional models run on both client and server