10,834 Commits over 3,867 Days - 0.12cph!
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Fixed puzzleprefabrespawn
Scene2Prefab launch site (fixes puzzle IO entity references)
Fix for parenting trigger detaching on server side when loading from save
Fixed being unable to place plants in planter box (regression)
Refresh underwear immediately when changing censorship mode in game
Can no longer deploy items on doors unless there is a socket for them
Fixed client IO wire SetVisible not working right when LOD component is enabled
Fixed GroundWatch on entities that are parented
Storage boxes drop their items at the last position they took damage at
Don't do server side bone attachment stuff with "closest" bone
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Included cargo ship in the ladder "ground watch" tests (fixes destroyed ladder also destroying ladders around it)
Can place ladders anywhere on the cargo ship
Can attach ladders to the side of the cargo ship
Network++
Temp workaround for nude scientists when changing censorship setting
Remove pubic hair with underwear censorship enabled
Fixed female corpses missing bra with underwear censorship enabled
Fixed ore spawn issues on custom maps with certain biome distributions
Added underwear censorship option
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Clear wire lines before retiring the prefab
Fixed deploy delay AH false positives (RUST-161)
Improved hunting bow responsiveness / fixed reload cooldown reject during continuous fire (RUST-161)
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Only do short circuit backtracking on main power slots
Added power drain to OR switch
Added short circuit backtracking to OR switch (ioentity.backtracking convar, 8 by default, 0 to disable)
All IO entities are response limited
Adjusted responsetime to 0.1s
Added spawn.tick_populations and spawn.tick_individuals (respawn tick rate)
StatusLightRenderer is IClientComponent
Added StatusLightRenderer for more optimized handling of IO entity indicator lights
Converted indicator lights on blocker and memory cell to StatusLightRenderer
Optimized IOnPostNetworkUpdate
Optimized IOEntity.PostNetworkUpdate (eliminated GC)
Rewrote IO entity response limiting (override ResponseLimited to true when desired, currently only ElectricalDFlipFlop and ElectricalBlocker)
Moved IO entity network update call so the visual state of the IO entity always fits what has been sent to its children (now also only sends one network update even if the state updates 50 times in one tick)
WHY DO YOU HATE ME PLASTIC