12,528 Commits over 4,018 Days - 0.13cph!
ParticleSystemCull / ParticleSystemLOD fixes
Changed how NaN damage is ignored (in case early returning leads to issues in Hurt() method overrides)
Don't allow items to be stacked on items that have been marked as invalid
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Scene2Prefab (static industrial door collider update)
Updated static industrial door collider dimensions
Log warning when entity switches to null network group
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Snow piles on tree bases cull
Scene2Prefab (updated static industrial doors)
Fixed layer on static doors
Added prevent building volumes to harbors
Scene2Prefab (updated truck cabin in the harbor prefabs)
Stricter high external wall placement (RUST-1502)
Bunker room layer fixes (RUST-1495)
Harbor gradient alignment for more reliable placement
Fixed monument terrain offset being ignored
Minor cave_small_medium fix
Refreshed terrain volume checks on caves and military tunnel
Added terrain adjustment radius to monument script (instead of taking it from the terrain dimensions)
Added cutoff radius to terrain volume check generator
Added terrain volume checks to military tunnel
Refreshed terrain volume checks on caves
Terrain check / anchor generator fixes
TerrainFilter checks the global object filter in addition to the local filter
TerrainFilter is also checked by decor (if they ever use it)
Rough harbor placement (WIP)
Removed more leftover scripts throwing errors
Fixed reactive target not initializing animator parameters when streaming in while knocked down (RUST-1418)
Fixed reactive target allocating an array and an enumerator on every network update
Candle hat effect position tweak (RUST-1486)
Stricter, unified RPC_Server.MaxDistance (RUST-1488)
Fixed RUST-1486 and RUST-1489
Server restart countdown is less spammy when a lot of time is left