10,616 Commits over 4,444 Days - 0.10cph!
Tweaked clutter rock scale so they're not as easily confused with collectible ores
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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
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
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
Added instancing support to deferred decals (still testing, disabled by default)
Added decal.instancing, decal.limit and decal.capacity convars
Silenced TrackIR error when DLL was not found even though it exists in the registry