113,240 Commits over 3,959 Days - 1.19cph!
Merge from dungeon_art3
Main camera update (missing Deferred Mesh Decal Renderer)
Lighthouse ladder volumes
Network++
Fixed missing lighthouse material
Updated version of lighthouse, mostly done with exterior and wip interiors
More Colliders, scene update
Properly reset entity skin when it's changing back to the default skin (happens on pooled wooden boxes)
Fixed armored door hatch animation sometimes playing (fuck you Mecanim)
Sewer chimney blocks LODs and prefabs
made the LR300 sit in the players hand better in 3rd person
fixed the IK positioning of the LR300
flashlight emission point brightness increased
flashlight dust beam brightness reduced
MeshReplacement and SkinSet also update the renderer root bone
player preview state anims
Chimney spiral strairs final mesh LODs and Colliders, Prefab
Military tunnel update
Refresh skinned mesh renderer bone cache when mesh changes (because of gender or race)
Minecart final mesh LODs and Colliders, Prefab
Military tunnel update
RUST-1146 - Fixed invisible helicopter gibs if destroyed outside of network range
Old Mine set, final meshes LODs and Colliders, ready to place prefabs
Misc & military tunnel update
NRE - ViewmodelAttachment.OnDisable (weapon with attachments into research table) RUST-1244 fixed
lr300 iron sights made accurate
Trainyard - fixed the holes in terrain sometimes happening near large basin
Collectable pickup sunds for mushrooms, stones, and stumps
Research table sounds
More sound tweaks & polish
lr300 spawn tables
lr300 balance
beds are actually pickupable again
fixed player twitching into sleep anim when he jumps in / out of the water
tweaked the materials for all of the weapon addons and the m249 (they look more metallic now)
Set sound modulator value to 1 when fetching new modulators from the pool
RUST-1250: Sound pooling fixes (hopefully.. can't reproduce in editor yet)
Disabled pool.players by default again (more testing)
Fixed distorted water reflections in rivers (RUST-1248)
Only wooden boxes and large wooden boxes are pooled, not all entities that inherit from StorageContainer
Eliminated hasEntityMenu computation from ClientInit (slow)
Disabled entity pooling on furnaces + campfires for now (VFX stuck)
Enabled entity and player pooling by default on 64bit systems
ItemIcon NRE fix (for real)
Added a missing script to the dungeon cam to render decals
Clear LOD group when clearing player mesh (should fix duplicate LOD group warning with player pooling enabled)
removed sticky gizmos from tunnels prefabs triggers
Military Tunnels scene work backup
Fixed onInventoryChanged event being called every time a shot is fired
Merge from player_pooling (disabled by default)