10,554 Commits over 4,324 Days - 0.10cph!
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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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
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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)