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Fixed DroppedItem.OnParentRemoved position calculations so dropped items appear at the correct position when their parent is removed
Switching to facepunch.steamworks
optimised ground road pieces
Fixed server held entity leak when dropped item is out of world bounds
Recalculated entity bounds on all collectables
Fixed rare lock entity NRE when thrown items are stuck in them while removing them (RUST-1521)
Fixed collider list in TerrainCollision.GetIgnore sometimes being thrown to garbage collector instead of being pooled
Fixed Item.Ownership memory pooling being fucked up
Fixed ClientReady.ClientInfo leaking objects into the memory pool (only once per server join?)
Finished Utility folder tidy up.
Pump shotgun optimisation
Revolver additional world mesh changes
Pool and UnitCollection summaries, comments etc
Powerplant overgrowth dressing backup
Lighthouse overgrowth dressing
Cleaning up Pool, Generic Pool, GenericPool supports default allocator. Removed PoolManager.
Moved behaviour pooling to AIManager
Added UnitCollection view pooling test
TimeManager events to System.Action
Removed old Tests scripts
buffalo assets (no unit setup)
All plugins copy pdb if found in output folder
local PlayerRecord stored
Xp modifications now applied to PlayerRecords after match outcome, player level calculated based on xp mod.
Removed EntityView.UpdaetSkins, replaced usage in ResourceView with new event callback
Blackboard listens for EntityManager destruction callbacks to clean data, rather than relying on convoluted shite in Agent
BaseEntity events use System.Action (comparing perf)
Knowledge dictionaries capacity
Moved construction and ugprade stuff to BuildingView
Set compile symbols before building asset bundles / preparing prefabs
raw moose assets (no unit setup)
Fixed ConvarComponent spam on server build
Fixed PieOption NRE on server build
SkinnedMeshCollider, BaseCollision are IClientComponent
Various feel-related ability stuff.
PlayerDatabase now tracks wins + losses
NPCs now appear correctly on client, but don't move yet
Working on getting NPCs fully working over the network, not just in CLIENT+SERVER mode
Moved character serialization to the base class
NPC can now hold items from their inventory.
PlayerRecord protobuf is now sent to player on connection to server
PlayerRecord now created for new users