130,400 Commits over 4,140 Days - 1.31cph!
Pass on building blocks prefabs, collision override setup
Stairs collisions tweaks
Keylock uses the keylock model
Chicken meat worldmodel uses the right meshes/mats
ConstructionCollision touch
Updated triangle foundation sockets for the new colliders
Updated wall stability supports for the new colliders
Only update collider parameters in ConstructionCollision if changes have been detected
Fixed LightEx interfering with light fade in / fade out
Legacy LightEx version (backwards compatibility of existing prefabs)
OnValidate error if LightEx intensity modulation is used with LightLOD intensity fade
tundra impact decal/effect
new beancan grenade explosion effect
tweaked beancan grenade fuse effect
Build server compile using unity 5.2.1p3
Twig and sheet metal col extra detail
When placing a block, update the surrounding blocks
Minor stability tweaks and fixes
Fixed potential NREs in RPC_Server
Fixed campfire line of sight check
Removed emissive material from keylock
Added exclude filter to warmup
Invalidate network cache properly on looting
server.save does a clean save (wipes save cache before saving)
Enabled prefab preprocessing warmup by default
Warn + fix if loading a save with duplicate entity ids
Tweaked corpse entity bounds
Tweaked entity visibility check
Cull twig wall shadow casting mesh when batched
Tweaked player corpse bounds
Prevented UI accidentally dissapearing when jabbing F keys
Moved options to main menu (this will get better)
Moved relevant native interop call declarations to RustNative/Managed/Graphics.cs
Updated native code to match changes to Unity's plugin event handling; gets rid of warning
Updated native builds with latest changes; incremented version in selfcheck
Go easy on water local refl gap reduction to reduce back tracing issues
Quarry ladder optimizations, prefab update
Quarry LOD Atlasing (on L2 & L3)
Moved second cupboard collider to the prevent building layer, as is tradition
Various building exploit fixes