5,912 Commits over 3,867 Days - 0.06cph!
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Included cargo ship in the ladder "ground watch" tests (fixes destroyed ladder also destroying ladders around it)
Can place ladders anywhere on the cargo ship
Can attach ladders to the side of the cargo ship
Network++
Temp workaround for nude scientists when changing censorship setting
Remove pubic hair with underwear censorship enabled
Fixed female corpses missing bra with underwear censorship enabled
Fixed ore spawn issues on custom maps with certain biome distributions
Added underwear censorship option
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Clear wire lines before retiring the prefab
Fixed deploy delay AH false positives (RUST-161)
Improved hunting bow responsiveness / fixed reload cooldown reject during continuous fire (RUST-161)
Only do short circuit backtracking on main power slots
Added power drain to OR switch
Added short circuit backtracking to OR switch (ioentity.backtracking convar, 8 by default, 0 to disable)
All IO entities are response limited
Adjusted responsetime to 0.1s
Added spawn.tick_populations and spawn.tick_individuals (respawn tick rate)
StatusLightRenderer is IClientComponent
Added StatusLightRenderer for more optimized handling of IO entity indicator lights
Converted indicator lights on blocker and memory cell to StatusLightRenderer
Optimized IOnPostNetworkUpdate
Optimized IOEntity.PostNetworkUpdate (eliminated GC)
Rewrote IO entity response limiting (override ResponseLimited to true when desired, currently only ElectricalDFlipFlop and ElectricalBlocker)
Moved IO entity network update call so the visual state of the IO entity always fits what has been sent to its children (now also only sends one network update even if the state updates 50 times in one tick)
WHY DO YOU HATE ME PLASTIC
Added hurt triggers to elevators so you're killed when they crush you
Added parenting trigger to procedural lifts
Scene2Prefab launch site
Fixed model preprocessing not running on standalone server (and elevator trigger bone attachment not working)
Merge from entity_parenting_elevators
Removed unused method from BaseEntity (accidentally added in 29904)
Particle effects that are spawned via the effect library switch their simulation space according to their parent
Entities can have child entities in their hierarchy
Fixed missing Profiler.EndSample in TeamUpdate
Added ocean_patrol_path_iterations convar
Added timer / editor loading screen text to ocean patrol path generation
Exposed NPC vending machines to SDK prefab list
Changed a bunch of shit on cargo ship style 2 from the world layer to the default layer
Fixed foot IK when crouching
Thrown explosives and weapons inherit parent velocity again (only rockets and bullets do not)
Fixed HAB falling out of the sky on server restart
Dropped items now inherit parent velocity
When parenting an entity with a rigidbody, automatically adjust its velocity to local space
DroppedItem and TimedExplosive are flagged as physics driven (better interpolation)
Hot air balloon parenting trigger ignores debris and ragdoll layers (for now, since the collider also ignores them)
Fixed serialization fuckups from the Unity upgrade / downgrade
Removed GA_AutoRun (update message spam)