106,915 Commits over 3,836 Days - 1.16cph!
flashlight viewmodel / worldmodel prefabs and sounds
Door frame decor / moved pivot up by 1m
merge upkeep notify into main
protocol++
increased miner hat light size
added notifications on hud for building decay
Added "FogDarknessDistance" to climate
Fog darkening test for diogo
Subtracting
24560 because it looks like ass
Fixed roof conditional models in various scenarios
Fixed lastAttackedTime / lastDealtDamageTime serialization on BaseEntity (no longer saved on prefab / visible in inspector)
Fixed entity bounds on high external stone gate (RUST-1772)
Fog/scattering effect now wokring in edit-viewport
Fixed transparent surfaces (e.g. windows) not fogged properly in edit-mode
Restored night fog on climate settings
Fog is now pitch black when no sun or moon are visible
More work on AI behaviour related stuff.
Fixed bootstrap NRE on aimanager init when missing terrainmeta path
Fixed treelod not restoring shadow mode
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culling.env enabled by default (player testing)
reduced lodcomp occludee min visible time
more lightweight culling debug
water rendering profiler sample
Optimized TAA fast path in PostProcessLayer.OnPreCull
night fog elimination via climate settings
Upkeep timer is saved / loaded (restores purchased upkeep time when restarting server, makes very little difference though)
Upkeep also scales with decay.scale convar (easier testing)
fixed incorrect spinner wheel gibs material path import
Renamed planting fail check to something more appropriate
Small sign placement fix
Building supplies loot box
Fixed HttpImage error handling (UI web images)
Fixed possibility of BaseNetworkable.NetworkDestroy being called twice
Fixed NRE in AmbienceLocalStings.PlaySting
Fixed UnauthorizedAccessException in writecfg
Fixed NRE in UIInventory.PlayCloseSound
Fixed server NRE in TransformChanged (probably)
Updated Facepunch.System (NRE fix)
improved water splashes while driving