200,803 Commits over 4,171 Days - 2.01cph!
SkinnedMeshCollider, BaseCollision are IClientComponent
Fixed PieOption NRE on server build
Fixed ConvarComponent spam on server build
raw moose assets (no unit setup)
Set compile symbols before building asset bundles / preparing prefabs
Moved construction and ugprade stuff to BuildingView
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
Xp modifications now applied to PlayerRecords after match outcome, player level calculated based on xp mod.
local PlayerRecord stored
All plugins copy pdb if found in output folder
buffalo assets (no unit setup)
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
Lighthouse overgrowth dressing
Powerplant overgrowth dressing backup
Pool and UnitCollection summaries, comments etc
Revolver additional world mesh changes
Pump shotgun optimisation
Finished Utility folder tidy up.
Fixed Item.Ownership memory pooling being fucked up
Fixed ClientReady.ClientInfo leaking objects into the memory pool (only once per server join?)
Fixed collider list in TerrainCollision.GetIgnore sometimes being thrown to garbage collector instead of being pooled
Fixed rare lock entity NRE when thrown items are stuck in them while removing them (RUST-1521)
Recalculated entity bounds on all collectables
Fixed server held entity leak when dropped item is out of world bounds
optimised ground road pieces
Switching to facepunch.steamworks
Fixed DroppedItem.OnParentRemoved position calculations so dropped items appear at the correct position when their parent is removed
Powerplant overgrowth dressing backup
Moved common occlusion culling routines to base entity
Added occlusion culling to NPCs
Added LODGroup to zombie (culling)
More tile stuff, slightly increased visual movement speed of units
slightly reduced cost of waterpipe shotgun
reduced cost of double barrel (one less pipe)
removed gear cost from landmine
reduced blade cost of metal barricade
reduced stone cost of stone/concrete barricades
oil barrels also produce a small amount of low grade fuel in addition to crude
reduced recycler volume slightly but increased audible radius
Fix RUST-1534
Fix bow shoot sound playing an extra time when quickly switching weapons
Got NPCs moving on clients in client/server mode. Not animating yet
NPC characters moving and animating on clients, and sharing most code with proxy players for human clients
UnitView and UnitSettings summaries and tidy up.