127,313 Commits over 4,109 Days - 1.29cph!
Wooden crates models/LODs/COLs/Prefabs and textures
Properly retired BoneRetarget (fixes RUST-1473)
re-enabled xmas content (daily event)
coal can be recycled
fixed invisible guide for planter
Fixed profiler-related script error
Cleaned CLIENT define from native interop api
Fixed another u55 scripting error from merge
fixed large planter deploy bugs and sizes
Resources, bleach bottle, duct tape, fuel jar, metal blade, metal pipe, road signs, rope, spring. Textures, materials, prefabs, collision and lods
Fixed BaseResource network caching that broke partially harvested mined ore node models (RUST-1479)
Prepping dockwall overhangs
Harbor_1 dressing polish
Loading bay LODs
Some cover tarp meshes for containers
Updated some old prefabs to current models
Cover props moved folder and now fully static
Harbor_1 backup
dock grounds harbor_1 definitive meshes added
Updated native libraries (updated MTU size, RUST-749)
Fixed splat painting (RUST-1482)
Added dynamic occlusion culling system to third party
Updated renderer native plugin to latest
Projectiles send periodic position updates when gravity significantly changes their velocity
Network++
Added ServerPosition, ClientPosition properties (access transform.localPosition instead of transform.position)
EntityTransformNetworking is obsolete
Added Facepunch.Tick boilerplate
Entity type headers in inspector
PrefabId shown in inspector
PrefabId set in OnValidate - so it can never be unset
Run Preprocess on map entities (editor)
GameSetup LoadMenu - skip loading menu screen (but load other needed UI)
Skip steam auth in editor
Don't show previous life/respawn screen on first spawn in editor
fixed endless bandage bug
reversed bandage entity changes
Merged editor QOL from
17874
Population is null bullshit is a warning
Made skin icon loading a bit more elegant
Don't show skins you don't own in skin options
Fixed projectile ricochet verification issues
Network++
Fixed bear corpse bounds (unable to gather on certain parts of the corpse)
Set lock bounds padding to same as door
Fix for water occasionally not visible when exiting caves (RUST-1476)
added entitytype socket mod
hemp plant sizes are smaller
large planter has hint sockets
hemp is destroyed when the planter it is placed in is destroyed
Added dynamic occlusion culling to camera
Registering PlaceDecor spawns for culling
Fixed static occludees being zeroed on occ sys re-enable
Added occludee meshLOD handling
Fixed occ cull debug shader error
Anim fix for endless bandage bug
Prefab positional fix for flamethrower flickering arm bug
Ricochet LOS fix on weapons with huge projectile thickness
Disabled occlusion culling by default + added "culling.enabled" for toggling
Made occlusion culling code fully portable between projects (albeit still requires renderer.dll)