10,480 Commits over 4,171 Days - 0.10cph!
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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Enabled item condition on sleeping bags and ladders
Changed save file extension to .sav instead of .map.sav
Cave spikes are their own entity (required to preserve immortality and disabled decay after save load)
Wooden logs can be harvested for wood
All cacti can be harvested for cloth and cactus flesh (instead of only some)
Removed some tiny trees from the spawn table
Small trees give same wood per hit as large trees (still less wood overall)
Added pooling support to ores
Resources no longer occasionally spawn inside of each other
Strip NavMeshObstacle component from client prefabs
Added IServerComponent / IClientComponent to a bunch of scripts, removed those scripts from PrefabPreProcess clientsideOnlyTypes / serversideOnlyTypes
Ores in the arid biome are covered in sand ever so slightly (similar to snow on ores in the arctic biome)
Tweaked clutter rock scale so they're not as easily confused with collectible ores
Disabling itemskins no longer stops skin downloading, only the expensive skin apply, so the item icons always exist for the inventory
Renamed junkpiletest to junkpile_a
Moved powerline poles to world layer
Military tunnel topology tweak (RUST-1516, RUST-1580)
Always enable prefab pool / prefab info debug modes in the editor
Doubled floor spike health (meh, I know)
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