10,539 Commits over 4,324 Days - 0.10cph!
Fixed a bunch of missing script behaviours (RUST-1633 and RUST-1628)
Stripped a missing camera component from some nested cameras
Stripped a missing script from UI scene (console input field)
Some invoke handler optimizations
Fixed game object creation error in editor when stopping game
Added UpdateHandler and UpdateBehaviour (offer DeltaUpdate that can efficiently sleep for x seconds)
Optimized LightEx using DeltaUpdate (update rate now decreases smoothly with distance from camera)
Fixed player collision corruption on die / respawn cycle (RUST-1642)
Added BufferList to Rust.Global (list that exposes its backing array for fast iteration)
Optimized InvokeHandler and UpdateHandler by reducing their iteration overhead
ListHashSet and ListDictionary use BufferList and take an initial capacity in their constructor
Fixed metal chest plate (sometimes?) being invisible (RUST-1637)
Fixed RustBuilder not building all all platforms as debug build
Added OpenGL core to Windows (for asset bundles)
Fixed metal chest plate rig in prefab (RUST-1637)
Log game object name when encountering SkinnedMeshCollision without SkinnedMeshCollider (RUST-1645)
Changed InvokeHandler times from AoS to SoA (performance)
Fixed OSX / Linux / Win32 debug builds not uploading to Steam
Massively improved InvokeHandler hashing
Facepunch.System project automatically includes all its cs files (like the other plugins)
Moved InvokeHandler to plugins
Made InvokeHandler methods part of FacepunchBehaviour rather than extension methods
ListComponent now uses a ListHashSet instead of a List (better remove performance)
ListHashSet implements IEnumerable and has index getter / setter
ListDictionary implements IEnumerable
Removed this. from all invokes as they're no longer extension methods
JunkPile timeout check uses Unity's invoke because of its long repeat time and since it doesn't use CancelInvoke
Better / fixed pooling for GetVisibleFrom
Fixed player model sinking halfway into the ground when turning off torch (RUST-1646)
Fixed tree collider scales (RUST-1654)
Fixed client collider on PineBare-2 (RUST-1660)
Ladder movement is verified on the server
Replaced Physics.Linecast(Vector3 start, Vector3 end) with Physics.Linecast(Vector3 start, Vector3 end, out RaycastHit hitInfo) because Unity
Check if standing on other players when verifying grounded state in anti hack (RUST-1572)
Changed default value of flyhack_protection to 3 (includes check for other players)
Eliminated water carving volume test from anti hack (perf)
Use current position rather than new position for server side grounded check (should be more robust for jumping on sloped terrain)
Added movement curve interpolation to flyhack detection (same as for noclip detection)
Deleted "Debug/Load Profile File" since it's no longer working on 5.6 (use the save / load buttons at the top of the profiler window instead)
Additional profiler samples for BasePlayer.FinalizeTick.Transform
Fuck off that delayed kill message bullshit on players
Can pick up chain link gate (same as prison gate)
vis.lerp is available to developers in standalone builds
Can no longer place large furnace on top of sleeping bags (RUST-1666)
When checking other players in the grounded test, ignore players that aren't standing on solid ground or recently triggered anti hack