111,572 Commits over 3,928 Days - 1.18cph!
HitInfo has GetEntity extension method that resolves batched colliders
GameTrace resolves batched colliders
Don't reallocate player lists every frame in PatrolHelicopterAI
Clamp graphics.af between 1 and 16
Collider batches cache their member's bounds, use them for closest point checks (fixes stability issue)
Hopefully fixes those two Savas crates that don't seem to respawn.
Water: white/black movement lines fix attempt
Added Vis class for spatial entity, collider and component queries
Added PoolAllocator (only supports lists for now)
First pass blood impact FX assets
Added deploy volume that uses the entity bounds for its placement check
Added line of sight, closest point, distance and squared distance getters to BaseEntity (OBB-based)
Added a construction tool+resource hut to the buildable hill on Savas KOTH.
Disabled shader warmup by default on OSX (run with -shaderwarmup 1 to enable it)
Savas loot tweaks. Quicker respawns.
Conventional Savas load fix.
Added shaderwarmup convar (run with -shaderwarmup 0 to disable it)
Renamed warmupmode convar to assetwarmup (now only affects asset warmup, not shader warmup)
fixed heli bullets visually penetrating bases
added heli.lifetimeMinutes, set to 0 to disable helicopter
if helicopter takes damage to tail rotor or engine, it sticks around for another 2 minutes
Fixed LitSmokeEmissiveFlame shader compile error on OSX
Added out-of-memory tag to remote logging (to identify issues that follow OOM)
Fixed gUserMinAniso < 1 occurences
Added socket back to survey_crater_oil (cc Scott, I think)
Fixed mushroom / hemp pickup effect having pebble particles
Fixed performance tracking prefab not being spawned in the editor
Fixed some decal projection distances
Fixed hang/crash when changing quality setting in GL/OSX
Rust.Application.isLoading is true when the map is loading
Rust.Application.isLoadingSave is true whenever a save is loading
More server time warnings
Better item drag and drop on behaviour with items with slots
Keypad.Period toggles DOF now (instead of Keypad.divide)
Metal and stone barricades can no longer easily be destroyed with arrows
Fixed deploy volumes of all external walls being far too small
Process all deferred actions in FinishedLoadingRoutine
Fixed building block demolish/rotation ability sticking if server restarted at the right time
Fixed crossbow holosight angle
Fixed player spectate printing the entity name instead of the player name