121,257 Commits over 4,018 Days - 1.26cph!
Updated metas with asset bundles
Fall back to non-preprocessed prefabs if file is missing
Merge from new_palm_trees
Merge from military_tunnel_lighting_merge
Merged from d11_console_version
[D11] [Tutorial] Fix for cave collision, Rust Logo material
Added prefabs for dynamic monument spawning
Catch an error about disabled animators a bit earlier to reduce spam
Enable "reuse collision callbacks" on physics
Fix bug in D11WorldSpawn, add it to lod.prefab and initialise it from WorldSetup
oasis undergrowth color tweaks
Tweaks to trees for tree minigame
[D11] Show WIP popup when clicking on 'Join Server' button in MyGames, as functionality is currently broken
[D11] [UI] Player slot initially sets to first slot index when entering game, ensuring the first item is equipped and the slot starts highlighted.
Added some ladder prefab variants
Added WorldSpaceGrid.CircleIntersectCell
Changed BuildPrefabs to use SaveAsPrefabAsset instead of copying files around
Ensure world prefabs spawn in when player spawns
Turn off LODs when RendererLOD is disabled
[D11][UI] Increased gap between navigation bar options
Added D11WorldSpawn for dynamic spawning of map prefabs (monuments etc)
[D11] Started separating PlatformServices + fix for UIMyGames.cs
[D11][Audio] Detailed Reverb set up on monuments added.
[D11] Fix for using wrong variable
[D11] Remove unused variable
[D11] [UI] added condition bars to icons in the inventory screen UI
better hash for D11InstanceData
Updated incremental build thing to allow non-recursive mode
Added some rock prefab variants
Added asset context menu entry to run BuildPrefabs for client or server
Added IClientComponent to a bunch of client side components
Improved custom GC logic and replaced gc.minheapsize / gc.maxheapsize with gc.buffer