5,942 Commits over 4,018 Days - 0.06cph!
Fixed building ID regression on newly created buildings (changeset 24670)
Facepunch.Steamworks meta files
Throw exception and fail the build when skinnable item name is incorrect
Fixed small build log typo
Gibbable.DoPrepare error message tweaks
Moved xmas event meta file
Deleted ocean clutter prefabs (unused)
Fixed layer on elevator volumes
Optimized elevator volumes (server perf)
Any entity can use sockets, not just building blocks (presumably breaking everything)
Fixed door garland collider (blocking movement on the floor above it)
Fixed door garland entity bounds
Fixed fog not always being disabled in caves
Updated asset bundle splits
Downed (wounded) players no player block movement
Added "FogDarknessDistance" to climate
Fog darkening test for diogo
Subtracting
24560 because it looks like ass
Fixed roof conditional models in various scenarios
Fixed lastAttackedTime / lastDealtDamageTime serialization on BaseEntity (no longer saved on prefab / visible in inspector)
Fixed entity bounds on high external stone gate (RUST-1772)
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 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)
Fixed ancient bug in spawn handler that discarded some valid spawn locations
Fixed presents spawning in water / on bases
Added xmas.spawnattempts convar (defaults to 5 per present)
Removed upkeep cost from barricades
Console command codegen (client compile fix)
Another round of NRE checks for ValidateObjectReferences
Fixed window garland socket clusterfuck (mesh pivot point needs updating)
Network++
Added BuildingGradeDecay to doors and frame inserts
Clear both client and server building managers when disconnecting in the editor while running client and server
Added decay delay convars for upkeep (all default to 0)
Added BuildingGradeDecay (for deployables to decay at the same rate as a certain building tier)
Another null check for ValidateObjectReferences
Presumably fixed NRE in ValidateObjectReferences
Deployables inside building privilege do not decay (unless they require upkeep and it's not paid for)
Fixed NRE spam when opening workshop inside editor while running client and server
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All doors, wall frame inserts, ceiling frame inserts and barricades require upkeep (test, numbers all preliminary)
Any entity can add upkeep using the upkeep prefab attribute component
Fixed deployables not decaying
Disabled DeployableDecay.ShouldDecay outside check when upkeep is enabled (not required)
Barricades can be repaired
Barricades can be repaired