123,995 Commits over 4,171 Days - 1.24cph!
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beam puzzles a notch easier
Improved bucket design to not clip with player's camera
Made animation less choppy - got boring after a while
Cave_small_easy entrance rubberbanding fix
Cave_small_medium layout rework
Adding a 0.5m padding to building allowed zones in caves to allow for slight construction angles and alignment error
progress, prevent building volumes outside caves
Bunker rooms dressing scene for prefabs
mp5 viewmodel and worldmodel prefabs and sound f/x
Added some entity debugging tools (find, find_group, find_id)
Fixed certain entities sending a group changed message before they spawned (which is pointless and ignored on the client)
Log warning when trying to change the group of an entity that does not exist on the client
Entities can opt out of the load balanced game object destruction (makes sense for held entities)
timber mine prefabs have their own prevent_building volumes
sewer tunnels and rooms prefabs have their own prevent_building volumes
Added entity debug commands to server build as well
cave debug digits added to cave scenes (easier to target bugs that way)
reduced the amount of caves total spawning to a maximum of 25 possible (same as the old cave)
scene2prefab caves
Added biome tinting to two-way blend shader (RUST-1342)
optimization pass
adding cave and bucket lift LODs
Fixed possible NRE in entity find commands
Water vis trigger now re-uses terrain trigger collider if available, by default
Added water collision with functionality akin to terrain collision
added mp5
LR300 now craftable
phrases/manifest
protocol++
silencer hides tracers
silencer sound max distance is 40m (was 100m)
tweaked the position of the muzzlebrake / silencer on some of the weapons
First pass at sound occlusion (disabled via audio.occlusion convar for now)
Add ability to fade sounds out when voice limiting instead of stopping them immediately
merge from main/soundocclusion
Fixed error in entity find commands when group is null
Do budgeted sound updates via Update instead of a coroutine
Added parent to entity info
Added find_parent command
Bring FMOD crash prevention delay times up to old values
Quick mp5 gunshots for helk
move serialized properties on SoundOcclusion outside of if CLIENT
Cherry picked blend layer fixes from prerelease
Fixed rare-ish infinite loop in SoundManager
Added industrial prop LODs
Entity find commands return both client and server entities in the editor
Fixed a situation where child entities could miss a group change of their parent, then leak on the client
updated mp5 silenced attack sound
Merging biome tinting changes and motion vector fixes
Destroy entity client instances recursively when a network limited entity changes parenting