125,194 Commits over 4,171 Days - 1.25cph!
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fixed fireplace being unplacable under ceilings
Christmas tree desc fix
Phrases
Merge from /main/culling-env
Added lodcomp occludee shadow range handling
improved various water effects ( player footsteps in water, bullet splashes, etc. )
improved water splashes while driving
Updated Facepunch.System (NRE fix)
Fixed server NRE in TransformChanged (probably)
Fixed NRE in UIInventory.PlayCloseSound
Fixed UnauthorizedAccessException in writecfg
Fixed NRE in AmbienceLocalStings.PlaySting
Fixed possibility of BaseNetworkable.NetworkDestroy being called twice
Fixed HttpImage error handling (UI web images)
Building supplies loot box
Renamed planting fail check to something more appropriate
Small sign placement fix
fixed incorrect spinner wheel gibs material path import
Upkeep timer is saved / loaded (restores purchased upkeep time when restarting server, makes very little difference though)
Upkeep also scales with decay.scale convar (easier testing)
night fog elimination via climate settings
Optimized TAA fast path in PostProcessLayer.OnPreCull
water rendering profiler sample
more lightweight culling debug
reduced lodcomp occludee min visible time
culling.env enabled by default (player testing)
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Fixed treelod not restoring shadow mode
Fixed bootstrap NRE on aimanager init when missing terrainmeta path
More work on AI behaviour related stuff.
Restored night fog on climate settings
Fog is now pitch black when no sun or moon are visible
Fog/scattering effect now wokring in edit-viewport
Fixed transparent surfaces (e.g. windows) not fogged properly in edit-mode
Fixed entity bounds on high external stone gate (RUST-1772)
Fixed lastAttackedTime / lastDealtDamageTime serialization on BaseEntity (no longer saved on prefab / visible in inspector)
Fixed roof conditional models in various scenarios
Subtracting
24560 because it looks like ass
Fog darkening test for diogo
Added "FogDarknessDistance" to climate