5,970 Commits over 4,383 Days - 0.06cph!
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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
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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
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Re-enabled moon phases as they were accidentally disabled
Fixed vending machine entity having itself as a child object (lolwut?)
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Let's delete these third party assets and see what happens
Fixed fucked up viewmodel flickering when spamming RMB
Fixed viewmodel going crazy when ADS immediately after weapon deploy
Forgot to save after adding a comment
Small tweaks to the small clutter rock scales
Added maxpeerspersecond client convar (counteracts P2P packet flooding)
Optimized BasePlayer.Find_Clientside / FindByID_Clientside / RegisterForVisibility / UnregisterFromVisibility / ClearVisibility
Adjusted maxrpcspersecond default value
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Optimized Anisotropic Filtering and Trilinear Filtering settings on workshop skins (perf)
No longer globally force the minimum AF setting on all textures, only limit the maximum instead (perf)
Added decal.clear console command
Silenced TrackIR error when DLL was not found even though it exists in the registry
Fixed item info showing up as null when destroying world items due to invalid position
All BatchKey structs now implement IEquatable (eliminates GC when used as key in dictionary)
Merge from decal_instancing
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Removing fucked component reference from server.prefab
Subtracting
20975 because it fucked the bolt action recoil animation (classic gooseman)