31,203 Commits over 3,928 Days - 0.33cph!
Fix aim jumping when stopping shooting when mounted on something (Mostly?)
added two non transparent glass types for map makers (houses and industrial)
Added Glass_Type_1, Glass_Type_Industrial, Glass_Type_Reinforced prefabs for map makers
▇▅▍▋▍▇▉▋▌▋▌ ▋▌▌▉▍▊▉ ▌▍▅▊▋ ▉▆ ▆▄▄▊▄█▄
▆▉▉▆▄▉▊ ▋▊▄▇▆█▌ ▅▊▋▆▌ (▅▌ ▆█▌▄▍▇ ▋▅▇▋, ▉▇▍ ▉▅ ▄█▉▇▋▆)
▊▊█▊▊▍▆ ▅▆▌▅▌█ ▆▄▌▉█▋ ▄██▍▌
MediaIsland server startup error+warning fixes
Removed missing prefabs
Removed broken prefabs
▊▌▇▋▆ ▌▍▊██▆▍▊▆▍ █▌▅▅▅█▌ ▄▋▉ ▆▍▊▍█▅'▋ ▍▆█▍█▋▄ ▉▋▍▆▉ ▊▉ █▋▆ ▋▉▉▄▅█▌▌▉, ▆▄▌▆▋ ▍▆▉ ▍▇▋▍▍▅▄ ▉▇█▉ ▉▅▍▌ ▆█▆▌▉▊▋ ▌▊▅▍▉ ▄▋█ ▆▇▆▅ ▉▄▍▆▋██ █ ▌▄▇▇█▆
Change TOD_Time to use Update instead of FixedUpdate so it runs even when timescale is 0, and it uses its own fixed step loop inside to maintain behaviour
Check ItemModDeployable.entityprefab exists before checking if it is valid in LifeInfographic
▉▊▍▊▌▇▊▉▍▆▍ ▇▌▆▉▍▍▍ - ▋▍▉▄ ▆▊█▋▆█▉▉ ▍▄▄▍▇▋█▆
Stopped teleport2owneditem command printing to log and used replywith instead
Fixed OutOfBounds exception when running this command and the player has no owned items
Merge from foliagegrid_benchmark
Fix demos failing to load after disconnecting from a server because World.Transfer was enabled
Fix missing speed parameter on windmill animation controller
█▄▆ ▉▇▆▉█▇▉▊▍▆_▇▋▆█▊▅ ▉▄▄▇▋▅ ▇█ ▆▊▌▆▆▆ ▊▉▊ ▉▆▄ ▊▊█▋▄▊▍ ▋█▍ █▊▋▍ █▆▇▊ ▉▇▄▌▇▋█▇█▋ (▊▌▄▋▆ ▉█▍▉)
▌▅▅ ▍▄▊▆▍▍██▉▅ ▋▊█▆▋ ▄█▊▆▌▋▍ ▇▌▇▋█▅█▄▉ █▉▄▅▉ ▍▇▉▄▋▄▇▋▇▊▄ ▆█ ▋▌▊▉▆█▄
Merge from cast_usage_optimizations
Subtracting
43422 (crash fix test)
▌▄▉█▉ ▆▌▇▇ ▋▍▆▋▌▍▆▇▋▉_▇▌▅▇▇▌▌▌▇▍_▉
Merge from particle_system_ik_job
Fixed riverflow direction in materials
Output bundle item info as useful json
fixed edge case inside terrain antihack false positive at cave_slope_600
S2P
Fixed wooden sign medium and small placement issues
Renamed Wooden sign to Medium wooden sign for continuity
reduce hide poncho to 30seconds craft
Show a better error when attempting to play the same demo that is already playing
Add env.cloudrotation convar
█▌▅ ▆▉▄▄▆▋▌▇▋▅▉, ▉▉▇▇▌▆▉▍, ▌▋▋▄█▍▌▊█, ▉▊█ █▍▇▊▇▌▊▉▉ ▇▇▆█▄▉▄ ▊▄ █▍▍▉ ▍██▉▉▄ █▄▇▋ ▅▊▅▉▆▊▍ ▍▊▄▇▉▇▉ (▉█▇▌▄█▅▋█ ▍▍▌▅▌)
▆▉▅ █▍ ▊ ▅▌▍▍▋ ▍▄█▆ ▍ ▆█ ▄ ▍▍ ▅▊▉▄▍▉█ ▅▅▊ █▉▅▋▄▍ ▌▊ ▋█, ▋█ █▄▄ █▋ -█ ▉▊ ▉▋▆ ▌▄▌ ▉▇▍▄▊▊▋ ▇▇▇▌ ▋▆▄▇▋
Merge from cinematic_tools
▇▇▍▄█▋▄▋▅▅▍ ▅▅█▆█▅▇ ▄▄▋▋▍▉▍▇ ▉▍▌▆ ▋▍▍▋▇▊ ▆▌ ▇ ▇██▍▄▄▋▊▊ ▋▆▆▍▇▍▅▉ (▇▇▅▄▅ ▄▌▌█ ▍▅█▅▉▅▆▍ ▊▊▆▌▍▉▆▋)
Fixed several client-only projectile instantiates calling SetActive instead of AwakeFromInstantiate (this would leak with pooling, although none of these currently appear to be using pooling)
BaseProjectile.ServerUse correctly returns its temporary hit list to the pool
SetFlag invalidates network cache even if called without sending a network update
SendIONetworkUpdate no longer calls InvalidateNetworkCache (since it is now correctly done in SetFlag)
merge from shotguntrap_cave_fix
Merge CraggyEaseOfUse -> Main. Adds a Rust Editor window option to bypass procedural spawn and directly use "spawnpoint" tagged GameObjects. Automatically clears the setting if the loaded scene changes
Unity intentionally updating a bunch of metas again to bug me (bunch of different icons)
Close the report dialog when escape is pressed
▉▍▊█▌▅▉▅ ▌██▄▊▌ ▍▊ ▇▋█▆▌ ▇▍▍▅█▌█ ▉▋ ▍█▆▆▋▅█ ▊▆▌▅▄ ▆▇▍▋▉▋▍ █▇▇█▍▇▅ ▄▊▆▇▇
██▆ ▄▍█▊▅▉▊ (▄▉▆▋▉▇ █▉██), ▊▌▊▆▍▅ ▅▅▄ ▅▆ ▌█▆▄▄ ▋▆▍ ▋▉▉ "▄▅▌▄" ▌▊ ▋▅▅█▄▉▍ ▊▋▍▄ ▋▇▉▅ ██▅▄▄ ▋█▊▆▉▊▌▅ ▋▉█▍▆██
merge from skeleton optimizations/Hitbox System