127,316 Commits over 4,109 Days - 1.29cph!
Sewer chimney blocks LODs and prefabs
Fixed armored door hatch animation sometimes playing (fuck you Mecanim)
Properly reset entity skin when it's changing back to the default skin (happens on pooled wooden boxes)
More Colliders, scene update
Updated version of lighthouse, mostly done with exterior and wip interiors
Fixed missing lighthouse material
Merge from dungeon_art3
Main camera update (missing Deferred Mesh Decal Renderer)
Lighthouse ladder volumes
Network++
Sound reverb, train tracks, rubble for the mine network.
Sound, collider and material fixes.
Tweaks to trainyard colours
Closed off the lighthouse for now
Better frame rate independence for fully automatic weapons
Keep displayed and reported performance data separately
Update FPS counter in menus as well (only exclude menu FPS from reported stats)
Log error when referenced decor folder is empty
Fixed invalid decor reference (RUST-1225)
Forced color grading to be enabled
Maps ready for merge.
Fixed some overly aggressive LODing that was removing cover at medium ranges.
Unique mine loot tables.
Both new Savas island variants to prerelease.
Network++
Made the LR300 accurate.
Lied about making the LR300 accurate.
Power substations baseline, still needs work (RUST-1171)
Fixed bus stops not shaping terrain (RUST-1170)
Some more descriptive error messages when procedural scripts are set up incorrectly
Made error message from invalid decor less spammy (only logs once)
ProjectVersion.txt (update your editor to p1 or don't commit this file guys)
Fixed another invalid decor path (arctic_bushes in forests)
Added map toggles to terrain placement scripts
Disabled alpha mask copy for power sub stations
Pylon paths end at border of radtowns (required for big power substation placement)