10,535 Commits over 4,232 Days - 0.10cph!
Merged lighthouse fixes from dungeon_art_3
Added padding to environment volumes to fix tiny gaps when placed by hand
Disabled some new elements of player pooling to fix missing footsteps, weapon world model issues
Player model footsteps refresh their player reference when taken from the pool (fixes issue with pool.player_model enabled)
Added support for mesh renderers to wearable pooling
Fixed pumpkin not shown on player after initial use (RUST-1340)
Fixed WaterVisibilityTrigger compile error when set to SERVER in the editor
Added some entity debugging tools (find, find_group, find_id)
Fixed certain entities sending a group changed message before they spawned (which is pointless and ignored on the client)
Log warning when trying to change the group of an entity that does not exist on the client
Entities can opt out of the load balanced game object destruction (makes sense for held entities)
Added entity debug commands to server build as well
Fixed possible NRE in entity find commands
Fixed error in entity find commands when group is null
Added parent to entity info
Added find_parent command
Fixed rare-ish infinite loop in SoundManager
Entity find commands return both client and server entities in the editor
Fixed a situation where child entities could miss a group change of their parent, then leak on the client
Destroy entity client instances recursively when a network limited entity changes parenting
Enabled player model, collider and nametag pooling again
Fixed effect instantiates, console messages and console commands showing up as "GroupChange" in profiler
Merge from networking_fuckery
Fixed locks not being networked properly
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Fixed censorship cube update issues
Fixed NRE when sign is destroyed within RequestTextureUpdate delay
Disabled pool.player_model by default for now
Network++
Added new weapon mod world models to bundles
Network++
Updated all CSProj pre and post build tasks to MSBuild syntax (platform agnostic)
Only log gib warning if developer > 0
Reduced GC from gibs
Correctly apply ambient multiplier at runtime
Hacked around UI canvas overhead on grass displacement camera
Prototyped a better, low-overhead variant of prefab pooling
Only log building privilege warning if developer > 0
Retired EntityDisabled script (needless component overhead)
Deployable component is now prefab attribute (stripped from instances, reduced memory usage)
Fixed ambient light adjustment inside player buildings being reversed
Added pool.mode convar (defaults to prefab pooling v1 for now)
Merge from prefab_pooling_2 (for testing, disabled by default)
Added support for registering any game object as a prefab at runtime (so we can pool runtime-generated objects)
Added pooling for the conditional models of buildings
Added pooling support to renderer and collider batching
Fixed airfield monument crashing the world generation on some seeds