5,949 Commits over 4,079 Days - 0.06cph!
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Fixed vending machine entity having itself as a child object (lolwut?)
Re-enabled moon phases as they were accidentally disabled
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Touching the stone worldmodel material
Sanity checks when retrieving next position from NavAgent
Prefab preprocessing fixes (RUST-1463, RUST-1664)
Restored stone world model material (was referencing stuff from the old Hapis tunnels)
Restored light fume particle effect material
Disabling itemskins no longer stops skin downloading, only the expensive skin apply, so the item icons always exist for the inventory
Strip NavMeshObstacle component from client prefabs
Added IServerComponent / IClientComponent to a bunch of scripts, removed those scripts from PrefabPreProcess clientsideOnlyTypes / serversideOnlyTypes
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Fixed repair being free on some objects that only cost a very small amount of resources (for instance reinforced window bars, RUST-1692)
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Presumably fixed ammo wooden box skin
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Include item info in ToString() of world items
Added Tools/Find/Asset Memory Usage
Fixing readable flag on driftwood clutter meshes
Experiment: Meshes in their own asset bundle, viewmodels back to main content bundle
Fixed being unable to harvest helicopter gibs (RUST-1690)
Window bars and embrasures now store item condition
Window bar and embrasure item condition is reduced by half when picking them up
Network++
Furnace deploy volume tweak
Floor spikes block foundation placement
Can place floor grills above large furnace
Network++
Added CheckBounds to GamePhysics
Pulled the plug on the rest of our string-style invokes with the exception of ServerMgr, CommunityEntity and DecalRecycle
Moved decay processing to a central building manager (no more semi-randomized invokes with dubious performance implications)
Decay now applies to all twig building blocks (higher tiers still foundation only, but can potentially decay if outside in the future)