123,353 Commits over 4,171 Days - 1.23cph!
Building Structure - Water tower collision adjustments
LOD Distance adjustments for iconic structures
Satellite Dissh and Sphere Tank updates
moving LOD component of older models to renderer LOD
made ready to place prefabs out of them
Forgot this ladder prop prefab
Weapon mods can add offset to weapon stats (as well as scale them)
Fixed weapon hip aim cone parameter being ignored (always 1)
Fixed that only the first weapon attachment was receiving the weapon aiming state
Slight increase in size to the prevent building zone of Airfield, Dome, WTP
Added layer.toggle, layer.show, layer.hide and layer.culling admin console commands
Fixed weapon attachments being invisible when attached to weapon that is currently held
Cleaned up some code that dealt with the weapon attachment disabled flag
Fixed being able to place boxes partially inside walls (RUST-908)
Fixed admins getting AH violations when disabling admin cheat while moving very fast
Fixed taking damage when entering water while using admin cheat
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Fixed muzzle mods missing from asset bundles (RUST-963)
Building blocks store a unique building ID (all building blocks that belong to the same building have the same building ID)
Network++
Updated plugins VS solution to allow compilation with XS
Tweaked water / landmass ratio
Building Structure - Sewage tanks models/LODs/COLs/Prefab
WTP scene updates
Trainyard building LOD wrong material fix
vertex normal fixes, collision improvements
WTP Scene dressing update
Death screen: bear.prefab -> bear
Some tweaks to pigeon nest structure models/prefab
fixed sandbag barricade (prop version) never culling in dungeons
Ration floating box: fbx, lods, col, textures and materials
Added "graphics.lso" command to enable large scale occlusion
Fixed a few more bugs + simplified inspector
Tweaked default values; fixed toggling
set up aim throwing for bone knife
updates to other throwables
Activated command-buffer merge to PBR g-buffer occlusion and multiply on camera target, intead of post
Removed ExecuteInEditMode
Merged from large scale occlusion branch
Switched to using CommandBufferManager to ensure CB ordering
Added large scale occlusion to MainCamera prefab; inactive unless toggled via graphics.lso (experimental)
Fixed lso compute causing leaking during blur
Fixed potential client side NRE
Dome ladder fix
Moved small refineries to renderer lod and fixed a few broken placements
Building Structure - Garage doors textures/models/Prefabs
Trainyard, Powerplant and WTP scene updates
decay.scale convar scales both decay delay and decay duration
fixed an issue with several of the LOD models (for animals and weapons) having extraneous vertices ( due to the normals not being unified )