31,248 Commits over 3,959 Days - 0.33cph!
Fixed lastAttackedTime / lastDealtDamageTime serialization on BaseEntity (no longer saved on prefab / visible in inspector)
Fixed entity bounds on high external stone gate (RUST-1772)
Fog/scattering effect now wokring in edit-viewport
Fixed transparent surfaces (e.g. windows) not fogged properly in edit-mode
Restored night fog on climate settings
Fog is now pitch black when no sun or moon are visible
Fixed bootstrap NRE on aimanager init when missing terrainmeta path
Fixed treelod not restoring shadow mode
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culling.env enabled by default (player testing)
reduced lodcomp occludee min visible time
more lightweight culling debug
water rendering profiler sample
Optimized TAA fast path in PostProcessLayer.OnPreCull
night fog elimination via climate settings
Upkeep timer is saved / loaded (restores purchased upkeep time when restarting server, makes very little difference though)
Upkeep also scales with decay.scale convar (easier testing)
fixed incorrect spinner wheel gibs material path import
Renamed planting fail check to something more appropriate
Small sign placement fix
Building supplies loot box
Fixed HttpImage error handling (UI web images)
Fixed possibility of BaseNetworkable.NetworkDestroy being called twice
Fixed NRE in AmbienceLocalStings.PlaySting
Fixed UnauthorizedAccessException in writecfg
Fixed NRE in UIInventory.PlayCloseSound
Fixed server NRE in TransformChanged (probably)
Updated Facepunch.System (NRE fix)
improved water splashes while driving
improved various water effects ( player footsteps in water, bullet splashes, etc. )
Merge from /main/culling-env
Christmas tree desc fix
Phrases
fixed fireplace being unplacable under ceilings
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added extra slots to TC
added christmas tree
added christmas tree decorations
fixed fireplace deploy issues
skin approval
phrases
manifest
culling.env now developer only
fireplace common drop
sitem updates
fixed some sitems researchable
fixed snowman not obeying groundwatch rules
can no longer use broken items for purchases at vending machines (min 50%)
fireplace implementation
fixed wreath deploying on double doors
metal is 2x stone health, (70% increase)
armored is 2x metal health
metal base cost is 200 frags instead of 200
Fixed ancient bug in spawn handler that discarded some valid spawn locations
Xmas refill jingle now global broadcast
Fixed presents spawning in water / on bases
Added xmas.spawnattempts convar (defaults to 5 per present)
Removed upkeep cost from barricades
Fixed issue with flamethrower trap
Console command codegen (client compile fix)
moved window garland pivot up 1 unit (model only)