5,949 Commits over 4,079 Days - 0.06cph!
Fixed test cave messing up CraggyIsland
Got rid of server hierarchy group (messes up some DontDestroyOnLoad stuff)
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Fix for roadside decor sometimes spawning too close to each other
Removed Xmas event from default event schedule
Reorganized event schedule (now prefab based)
Rain forces more fog and clouds
Rain tends to be more intense when it happens
Atmosphere fog reduces view distance more intensely
Don't spawn grass on the cliffside topology
Fix for occasional floaty decor objects
Removing legacy water shaders, see if that works
Added OpenGLCore to Windows build settings (for asset bundles on the build server)
Sleeping bag exploit fixes
Merge from procgen11.1
Network++
Save++
Allow attaching roofs to the bottom of other roofs again
Roof exploit fix
Stability diminishing returns
Various building block placement quality of life improvements
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These look like they can be deleted
Dropped item rigidbodies correctly copy drag and angular drag if specified
Coverting a bunch of world model colliders to primitive colliders (should fix items falling through ground)
Increased sheet metal building part base health to 750HP
Config file loading debug output
LightLOD performance regression fix
Developer tools for the F1 panel
Fixed tree skins missing from asset bundles
AntiHack player damage verification is enabled by default
Convar graphics.lodbias is deprecated
Tree quality slider for the main menu performance options panel
Merge from tree-performance (LODing and culling optimizations)
Moved convar server.aihandlerms to ai.frametime
Moved convar server.npcrickrate to ai.tickrate
Greatly reduced AI frame time when playing in the editor (better testing perf)
Removing some deprecated stuff from TerrainConfig
Autoturret nobuild volume no longer reaches beneath the turret (RUST-347)
Fixed external gates collapsing
Check antihack whenever players try to damage something (antihack.playerdamage convar, defaults to false)
Added antihack.objectplacement convar to toggle object placement verification (defaults to true)
Melee weapon damage distance check sends message to player when rejecting an attack
Stability is now encapsulated into a StabilityEntity
Doors, shutters and embrasures use the new socket based stability system
Fix for RUST-164 and RUST-318
More fixes for lag exploits (RUST-315)
Hitting water greatly reduces the speed at impact
Removed annoying up / down jumpiness when holding spacebar while swimming
Reduced the percentage of the body that can be above water while swimming
Nighttime reflection probe ground color fix
Fixed lantern stacking / hiding
Fixed the 2 keylock meshes being registered with two LODGroups / no LODGroups (cc Helk)