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Cheaper LODs for modular pipes
Removed extra blue key card spawner from large oilrig
[D11] + Object removal of Sattellite Dish/Updated Manifest/Scene to prefab
LightLOD also turn off HDAdditionalLightData
Quality settings tweak
[D11] Restored the initial bootstrap splash screen
Added Drop Item (single) and Drop Item (stack) to the control binding UI, under the Inventory section. (default unbound)
Better item definition lookup for weapon name on game over screen
merge from map_improvments
added keybind to control options UI
IsValid check before getting GameObjectRef in LifeInforgraphic
Show grid on death screen map
[D11] Rustworks player snapshot event, every 60 seconds. To deprecate telemetry.log player snapshots.
Industrial structures - cooling towers and collapsed bits baked LOD rework
Add left and right hand prop rotation offsets for instruments
Basic working vehicle lift
▅▊▇▋▇ "▍▇▄▍▄▆.█▍▉▇▅▉▋▄▋▆█▋█▌▅"
Added vehicle lift button and stairs (non-functional)
Fixed animation issues introduced by earlier changes
Merge from Main -> Vehicles
Modular vehicle lift is now client/server networked
Weapon and attacker name info boxes now expand with text instead of truncating with an ellipsis
Weapon name box now shows translated name, not the shortname
Don't show map on respawn screen while streamer mode is enabled, toggle it with G instead
Fixed Oilrig small loot max population exceeding available spawn points
All military crates and elite boxes now behind puzzles on oilrigs
Compound scientists now covers blackspot near recycler
Removed recycler from small and large Oilrig
Baked LODs for dump truck
Spawning prefabs directly from the skin set rather than using mesh replacements
Setup all relevant skin prefabs and skin sets
more save/load NRE checks
Industrial structures - interiors extra LOD level
xylophone player anims and override controller
Generated prefabs for skin variations
[D11] 38 vertex shader LODs added to compound scene assets
[D11] - Launch site and Compound object removal/scene to prefab/updated game manifest