129,643 Commits over 4,140 Days - 1.30cph!
Recalculated bounds on door barricades
Increased tree entity bounds padding
▉▋▆█ ▇▍▆▅ █▆█▍▅█▋▉▄▉ █▋▉▇ █▍▅▄▄▄▇▊▋ ▄▅█▋▆ █▅▍▅▅ (▅▌▆▊▄▍▌▇▍▉▌ ▇▅▌▆▆▆▆)
Custom SMG is skinnable
Semi-Automatic Rifle is skinnable
Hatchet is skinnable
Pick Axe is skinnable
Waterpipe Shotgun is skinnable
Fixed NRE in UpdateInventoryFromSchema
Fixed skin being applied to weapon attachments again
higher accuracy collider wall.external.high.stone
lowered repair cost for rifles/smgs
m249 is repairable
tier2 crate now has a more event distribution of spawn chances instead of mainly gears/springs
lowered cost of longsword
sheet metal produces more resources when recycled
Fixed billboard shadows in osx/opengl
Might possibly fix some servers not letting some people craft skins
Added decal culling script to all static deferred decals
Fixed various prevent building colliders being marked as triggers
Nuked procedural virtual texturing
Updated rust native renderer dll
▋▉▊▇▅▊▆ ▄▋▆ █▆▄▋▅▌ ▅▍█▍▉▄▄
Fixed buffer readback native interop lost in merge
Optimized deferred mesh decal visibility culling; now 5-6x faster + more profile samples
Cherry picked deferred mesh decal optimizations
Re-enabled dynamic batching
Cherry picked 17836; dynamic batching toggle
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