10,480 Commits over 4,171 Days - 0.10cph!
Fixed small culling issue in cave_small_hard
Fixed some missing scripts in overgrowth_dressing scene
Scene2Prefab
Cupboard has same protection properties as a wooden door
Removed antihack.enabled (toggle the protections individually instead)
Add last violation type to player kick message and server log when enforcing
Retired some legacy functionality
Can only place tool cupboard on constructions
Don't attempt to batch stuff when their material is null
Added Tools/Find/Missing Materials
Skip particle renderers when finding missing materials (they're weird)
...and ParticleSystemRenderer as well
...also BillboardRenderer
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Force workshop skin assets to textures.content
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Fixed some missing materials on old workshop skins
Fixed pink SMG magazine in first person
Fixed a tiny pink shell in the SMG viewmodel
Don't strip tool cupboard triggers from the client (so demolish / rotate UI options match server side checks)
Fixed AI "look rotation vieweing vector is zero" (RUST-1686)
Moved decay processing to a central building manager (no more semi-randomized invokes with dubious performance implications)
Decay now applies to all twig building blocks (higher tiers still foundation only, but can potentially decay if outside in the future)
Pulled the plug on the rest of our string-style invokes with the exception of ServerMgr, CommunityEntity and DecalRecycle
Added CheckBounds to GamePhysics
Can place floor grills above large furnace
Network++
Floor spikes block foundation placement
Furnace deploy volume tweak
Window bars and embrasures now store item condition
Window bar and embrasure item condition is reduced by half when picking them up
Network++
Fixed being unable to harvest helicopter gibs (RUST-1690)
Experiment: Meshes in their own asset bundle, viewmodels back to main content bundle
Fixing readable flag on driftwood clutter meshes
Added Tools/Find/Asset Memory Usage
Include item info in ToString() of world items
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