127,568 Commits over 4,109 Days - 1.29cph!
new muzzleflash effect for mp5
Fixed trigger OBB not matching scaled collider properly
Fixed water collision bounds getignore inverted test
Merge from water-vis-trigger
Merge from networking_fuckery
Ramp music intensity up during loading screen
Voice limiting tweaks + some sound optimization
added metal blade
added metal pipe
added sewing kit
added spring
added rifle body
added smg body
updated early game items to require components
water/double shotgun require pipes
barrels drop some components
protocol++
Attempt to fix RUST-1354 - Unable to build in buildable area [Cave 6]
Cherry picked underwater fx fix from main
16937
Updated industrial props across monuments
Adding industrial props prefabs
Fixed locks not being networked properly
Merge from main
Network++
water-vis-trigger:: fixed underwater overlay activating between tiny trigger gaps
water-vis-trigger: changed gizmo color to blue-ish gray
water-vis-trigger: cleaned up unnecessary null checks
AmbientLightLOD uses LOD grid for better load balancing, less stress on the dynamic LOD manager
World model drops for double shotgun, LR300 & bota
Fixed cave_small_easy scene merge fuckup
Fixed water invisible on respawn after dying inside water-vis-trigger (RUST-1358)
Flatten dungeon prefabs on export (performance)
Some misc stuff in airfield
Replaced windows.form save/load dialogs with terrible custom versions
Added caves ore loot spawners
Undone PreservedPrefabs idea
SkinnedMeshRendererInfo stores transforms (for workshop)
SkinnedMeshRendererInfo.BuildRig() builds a working default rig (workshop previews, icons)
SkinnedMultimesh can be rebuilt without resetting meshes (to retain workshop materials)
Camera.FocusOnRenderer handles rotations properly
Made Scene2Prefab a bit faster
Nicer progress bar for Scene2Prefab
Merged workshop beta into prerelease
Protocol++, rebuild plugins
Scene2Prefab can opt out of automatic hierarchy flattening
Enabled hierarchy flattening in all dungeon / monument scenes
Scene2Prefab hierarchy flattening does not remove empty child objects of entities
Scene2Prefab (monuments and dungeons are now using flat hierarchies for performance)
Network++
Save++
new and improved muzzleflashes for all the guns.
water-vis-trigger: fixed fresh/salt water no longer drinkable (RUST-1357)
water-vis-trigger: removed redundant endsample
optimized LOD worldmodels for all of the weapons (improves FPS bigly)
mp5 deploy/reload/etc sounds
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dock walls greybox set models and prefabs