32,491 Commits over 4,048 Days - 0.33cph!
Fix workshop editor generating blank icons for wearables
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Merge from comp (device sounds)
Ignore replicated convars with no name instead of erroring (why are they there though? modded?)
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Added "UV Set for Emission" property to Rust/Standard and Rust/Standard-Specular
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merge from wearable_lod_fix
Fixed incorrect power consumption display on water pump and powered water purifier in builds
Smart switch and Alarm craftable
Smart switch and Alarm researchable
Smart switch and Alarm crafting costs
Added compound vendor Extra2 prefab
S2P compound
Compound now sells smart switch and alarm
Fixed water catcher large and small LODs 2, 3 and cull the same distance
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block player input on crate_mine
Disabled saving on Rust.AI animal agents
merge from tc_stacking_deploy_fix
Fixed small water catcher layer issue after recent art update - fixes ground watch not working
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Fixed sprinklers not applying saturation if they were on while a server restarted
Optimized NVG effect (now single pass)
fixed NVG working through CCTV Cameras
fixed NVG on sound playing when changing clothing
new scope/goggle overlays
Tier 1/2/3 workbench missing faces fix
Increased water pump production rate from 90ml/minute to 150ml/minute
Fixed fluid switch playing sfx when switch was on but not powered
Hopefully fix FindGravitySource EntityRef lookup on clients
Made water pump legs longer for deep water
Reapplying Bill B Launch site changes (50021) which got stomped in save192 (monument_bypass) merge
Fixed a case where powered water purifier wouldn't purify water when powered after toggling power on/off
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Upped powered water purifier output storage to 5000ml (same as input storage)
Added a version of ForceModelSeed that doesn't require an overload
Powered Water Purifier workbench level requirement
Reduced water pump crafting time from 120 to 30 seconds
Fixed some SAM blind spots at Launch side puzzle bypass