5,953 Commits over 4,171 Days - 0.06cph!
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Force workshop skin assets to textures.content
Fixed some missing materials on old workshop skins
Fixed pink SMG magazine in first person
Fixed a tiny pink shell in the SMG viewmodel
Don't strip tool cupboard triggers from the client (so demolish / rotate UI options match server side checks)
Fixed AI "look rotation vieweing vector is zero" (RUST-1686)
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)
Pulled the plug on the rest of our string-style invokes with the exception of ServerMgr, CommunityEntity and DecalRecycle
Added CheckBounds to GamePhysics
Can place floor grills above large furnace
Network++
Floor spikes block foundation placement
Furnace deploy volume tweak
Window bars and embrasures now store item condition
Window bar and embrasure item condition is reduced by half when picking them up
Network++
Fixed being unable to harvest helicopter gibs (RUST-1690)
Experiment: Meshes in their own asset bundle, viewmodels back to main content bundle
Fixing readable flag on driftwood clutter meshes
Added Tools/Find/Asset Memory Usage
Include item info in ToString() of world items
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Presumably fixed ammo wooden box skin
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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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Strip NavMeshObstacle component from client prefabs
Added IServerComponent / IClientComponent to a bunch of scripts, removed those scripts from PrefabPreProcess clientsideOnlyTypes / serversideOnlyTypes
Disabling itemskins no longer stops skin downloading, only the expensive skin apply, so the item icons always exist for the inventory
Restored light fume particle effect material
Restored stone world model material (was referencing stuff from the old Hapis tunnels)
Prefab preprocessing fixes (RUST-1463, RUST-1664)
Sanity checks when retrieving next position from NavAgent
Touching the stone worldmodel material