6,714 Commits over 851 Days - 0.33cph!
Better error log when ItemName is set wrong in ApprovedSkinInfo
Fixed wire isolation not working on player boats
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Restored chippy arcade assets filtering mode
Save the last open category in F1 items and vehicles tabs
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Fixed console not adding sv in front of server command when using the arrows to navigate through autocomplete
Added a button to teleport to the associated entity on UGC entries in the admin panel
Added global.teleport2entityid command
Fixed copypaste names not being truncated in list view
Added confirmation popups when deleting loadouts and copypastes files
merge from rfreceiver_modding_fix
Fixed duped packs in the steam inventory menu if purchased when the game was closed
merge from steaminventory_newitem
Fixed not being able to connect a wire to a door controller when the door is open
ServerSetFrequency changes in RFReceiver to make it easier for Oxide to patch the method
Fixed lunar wall dividers all named Wall Divider Pack
Added a new key for the pack
Fixed barrels and shelves showing the new hidden base redirect item in store pages
Fixed the mess with ice throne showing as Ice King Pack
merge from storepage_abyss_fix
merge from storepage_frontier_fix
Fixed hazmats named Abyss Pack in the abyss pack store page
Added a proper token for Abyss Pack
Added missing railroad planter box to the frontier DLC store page
Also fixed triangle planter redirect
Missed one more DigitalClockAlarm pooling issue
Editor: moved SkinnedMeshRenderer convert button to the context menu, as its overriding the builtin custom editor
Fixed electric furnace gibs not being skinned
Fixed DigitalClockAlarm pooling issue
Fixed ParameterDisplayName not being populated correctly in test resutls
Test result stacktraces are now populated correctly with captured errors
Added SpawnPrefab in RustTestFixture, similar to SpawnEntity but for prefabs
merge from automated_testing/raid_recorder
Added some new raiding tests
merge from automated_testing
merge from selectionhistorywindow_optims (editor only)
Fixed selection history window keeping all history loaded in memory as live objects. We now use paths and instance ids and only resolve the object when necessary
These objects were never released after a domain reload or a UnloadUnusedAssets call
This was the cause for gizmo toggling taking 1min+ and probably a bunch of other issues
Auto give rocket launcher and rockets + infinite ammo when starting to record
Added ddraws on hit building blocks
Added electric furnace to render scene
merge from steaminventory_newitem_fix
Fixed new items just bought not showing in your steam inventory (was only working in debug builds)
Moved HotReloadSettings.asset to an editor folder
Suppress all the shader error/warning logs on server startup