158,578 Commits over 4,566 Days - 1.45cph!
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Prepare scripts for Unity 6.7 (without actually switching to 6.7 just yet)
Added the Uzi into the scene and adjusted rotation
merge from more_lod_optims
custom spine offset added
set objects to world layer
Fixed the draw order for transparent objects drawn via the view model camera
Fixed pooled blocks staying unbatched, their LOD component asked to batch them before their RendererBatch component was enabled
Gamepad icon for the gamepad section in the settings
Removed the RequireComponent type of Light attribute from the RustAdditionalLightData, as it was causing issues with removing Light components during the PrefabPreProcess step
Shears deploy animation update
Fixed hole in lighthouse exterior mesh which was now visible with the window removed. Ran S2P.
Fix ice sculpture shader error
merge from bird_critters 🐦⬛
merge from save290 - Staging wipe!
Network ++
Save ++
Persistance ++
Fix crowflock error, remove debug cube, manifest
adding lots of props for underground medium train station
ItemModEntity.playerOnlyEntityBeltOnly defaults to true
Disable storagecontainer.canrequireauthifnolock in softcore
Merge from boat_scientist_fix
If a boat controlled by an AI is ever flipped rotate it back right side up and don't dismount everyone (temp fix, need to figure out why they are flipping)
Update the eu_15 test data zip
Fix angled walls sometimes picking the incorrect adjacent half height wall
small wooden table;
- gibs added
- world model added
- item updated
- prefab updated
Merge from main - need to add the uzi to the twitch drops render scene
Fixed scientist spawned boats getting left behind once scientsts have been killed
small wooden table;
- lods added
- prefab updated
Batched meshes only recalculate UV0 distribution metric, UV1 are for lightmaps which we don't use
Editor profiling, walking around the same big base: RendererCell.ApplyBatches ~4.5ms -> ~3.1ms
Fix "can't remove Light because RustAdditionalLightData" and Door-related AnimationEvent error spam
small wooden table;
- adjusted item name
- prefab updated
- icon updated
- sitem created
- ran manifest, localization, skins
Show BoxColliderBake component in inspector
Remove source asset id field, now expects a diret reference to the model asset
Remove menu items
Merge from prefab_hierarchy_flatten
Merge from livestock_animals
Stop processing nested entities twice, which was causing some doors (and possibly other things) to break
Fixed shears world model not playing deploy animation (was playing fire instead)
Attempt to make clearer what recessive genes are, by naming them explicitely in the UI and vendor instead of hinting at them
Possibly fixed double firing shears sfx and missing attack event warnings
Fix steam networking bug from only sending the last batch as Immediate
- set every single batch as immediate on steam networking, only set last batch on raknet
- fixes every packet waiting 5ms for nagle in steam networking
small games wooden table;
- texture polish
Optimised RendererGroup invalidation, only the combined mesh holding the block is switched back to separate renderers
Editor profiling, walking around the same big base: slowest LOD switch ~2.5ms -> ~1ms
merge from held_item_fixes