10,832 Commits over 3,867 Days - 0.12cph!
Explosives do all LOS checks before destroying any entities (RUST-1546)
CraggyIsland cave updates
Ceiling light prefab fixes (RUST-1523)
Door hatches use batching
Door hatch movement script is client only
Door hatch movement script no longer uses InvokeRepeating
Player culling is off by default, not saved, renamed to "culling.toggle" to wipe from config
Fixed difficulty picking up items when near objects (RUST-1518)
Fixed server side player eyes position when duked (I think?)
Item ID is shown as ReadOnly instead of HideInInspector
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Game object layer is included in renderer key hashing (batching)
AH logs are warnings (yellow)
Better antihack.debuglevel: 1 prints max violations, 2 prints nonzero violations, 3 prints all violations
Enabled time.pausewhileloading by default
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Added server convar to pause time while loading (defaults to false)
Saving default time scale of 1.0 (rather than 1.0028036)
Pause ServerMgr.Update until the connection is open
Updating to latest overgrowth material
Cherry picking overgrowth material / textures
Cherry picking grass meshes
Added editor convars to pause renderer grid, collider grid and load balancer
Refresh renderer grid in loading screen (client)
Refresh collider grid after initializing conditional models (server)
Deployables no longer ignore "can rotate" flag
Another ceiling light client side physics optimization
Added version field to world serialization
Added water map to world serialization
Added dropitems server convar
Include active colliders in dump
Stripped vertex painter components from harbor scenes because they're horrendous
Include monuments in prefab warmup (does this break everything?)
Added world.cache convar (default true)
Data export command supports water map
Fixed messed up ground collider on harbor 1 and harbor 2
Combat log includes unique ID of attacker and target
Added missing physic materials to junkpile_d washing machines
Added missing physic materials to crate prefabs
Player and animal colliders are no longer marked as triggers
Barrel mesh colliders are no longer marked as convex
Junkpile prevent_building colliders are no longer marked as triggers