201,232 Commits over 4,171 Days - 2.01cph!
Entities can opt out of the load balanced game object destruction (makes sense for held entities)
timber mine prefabs have their own prevent_building volumes
sewer tunnels and rooms prefabs have their own prevent_building volumes
Added entity debug commands to server build as well
cave debug digits added to cave scenes (easier to target bugs that way)
reduced the amount of caves total spawning to a maximum of 25 possible (same as the old cave)
scene2prefab caves
Flash selected decal
Updated inventory deault items
Added biome tinting to two-way blend shader (RUST-1342)
Removed randomised density crap from SpawnPopulationSettings, added some explaination text to the editor
Global "show help" editor pref, toggle in DataBrowser.
Building decay stats setup
Buildings no longer have Stats and Effects components by default, doing decay in code without Stats for now
Building data + editor stuff
Refactoring/cleaninup BaseEntity.Settings handling and cast caching
Automated Linux Build #19
Automated Windows Build #19
Sway
Viewpunch
Deploying
Use
carrots, water mint and dandelions
optimization pass
adding cave and bucket lift LODs
Building deconstruction no longer uses Skills. Editor tweaks
Automated Linux DS Build #19
Picked multiple cherries from main
coffee beans on coffee bushes
Changed prevent_building spheres at monuments for boxes (less way of interference with underground building allowed caves)
unticked "positional" on resources to make them work without interaction positions
changed timber mine mats to use biome tinting
Tunnels include their own prevent_building volume (safe_measure)
Fixed wooden hut not being in the starting pool
BaseEntity.Log formatting fix
larger prevent_building in sewer_chimney_bottom
misc mat tweaks
Edit truck horns
Added exit
Fixed TOD in main scene
cherrypicking damian art from last week