10,480 Commits over 4,171 Days - 0.10cph!
Fixed upkeep resource numbers being shown incorrectly when reconnecting
Process building splits / merges when entity is placed instead of the end of the frame
No longer check for building merges when loading from save
No longer check for building splits when shutting down
Process building splits / merges when entity is placed instead of the end of the frame
No longer check for building merges when loading from save
No longer check for building splits when shutting down
Only log "no building for tool cupboard" with developer >= 1
StackOverflowException fix for certain massive bases on certain hardware under certain circumstances
Optimized BuildingBlock.IsOutside
Reapplied
24429 (TC no longer drops any loot when destroyed)
Upkeep is now paid for in the individual entity decay ticks (code simplification + cleanup)
Building blocks that are inside now decay at 10% of their normal decay rate (upkeep_inside_decay_scale convar)
Foundations now decay at the same rate as other building blocks when their upkeep is not paid
Eliminated server side GC allocs from upkeep system
Reverted decay.tick default value to 10 minutes (accidental commit)
Removed upkeep cost from deployables again (accidental commit)
Barricades can be repaired
Barricades can be repaired
Disabled DeployableDecay.ShouldDecay outside check when upkeep is enabled (not required)
Fixed deployables not decaying
Any entity can add upkeep using the upkeep prefab attribute component
All doors, wall frame inserts, ceiling frame inserts and barricades require upkeep (test, numbers all preliminary)
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Fixed NRE spam when opening workshop inside editor while running client and server
Deployables inside building privilege do not decay (unless they require upkeep and it's not paid for)
Presumably fixed NRE in ValidateObjectReferences
Another null check for ValidateObjectReferences
Added decay delay convars for upkeep (all default to 0)
Added BuildingGradeDecay (for deployables to decay at the same rate as a certain building tier)
Clear both client and server building managers when disconnecting in the editor while running client and server
Added BuildingGradeDecay to doors and frame inserts
Fixed window garland socket clusterfuck (mesh pivot point needs updating)
Network++
Another round of NRE checks for ValidateObjectReferences
Console command codegen (client compile fix)
Removed upkeep cost from barricades
Fixed presents spawning in water / on bases
Added xmas.spawnattempts convar (defaults to 5 per present)
Fixed ancient bug in spawn handler that discarded some valid spawn locations
Updated Facepunch.System (NRE fix)
Fixed server NRE in TransformChanged (probably)
Fixed NRE in UIInventory.PlayCloseSound
Fixed UnauthorizedAccessException in writecfg
Fixed NRE in AmbienceLocalStings.PlaySting
Fixed possibility of BaseNetworkable.NetworkDestroy being called twice
Fixed HttpImage error handling (UI web images)
Upkeep timer is saved / loaded (restores purchased upkeep time when restarting server, makes very little difference though)
Upkeep also scales with decay.scale convar (easier testing)
Fixed entity bounds on high external stone gate (RUST-1772)
Fixed lastAttackedTime / lastDealtDamageTime serialization on BaseEntity (no longer saved on prefab / visible in inspector)
Fixed roof conditional models in various scenarios
Subtracting
24560 because it looks like ass
Fog darkening test for diogo
Added "FogDarknessDistance" to climate
Downed (wounded) players no player block movement
Updated asset bundle splits
Fixed fog not always being disabled in caves
Fixed door garland collider (blocking movement on the floor above it)
Fixed door garland entity bounds