194,244 Commits over 4,079 Days - 1.98cph!
Fixed container_b doors opening being too small
Fixed not being able to build
Adding missing files from VertexToolsPro
TerrainFilter checks the global object filter in addition to the local filter
TerrainFilter is also checked by decor (if they ever use it)
Rough harbor placement (WIP)
Removed more leftover scripts throwing errors
Removed a leftover script throwing errors on a light prop
FOR FUCK SAKE ocean shader, fixed light attenuation in reflection
Warehouse scene full re-design using the new art
Airfield detail pass in the hangars
ItemIcon doesn't really need Update()
GetEntityMenu optimizations
More profiling
Harbor_2 splat painting, junkpile placement, grounds vertex painting
Misc
ToBaseEntity no longer uses dictionary of GameObjects
Removed IEntitySource
Slight garbage in TonemappingColorGrading
Fixed native buffer readback interop declarations
Automated Linux DS Build #27
Fixed reactive target not initializing animator parameters when streaming in while knocked down (RUST-1418)
Fixed reactive target allocating an array and an enumerator on every network update
Automated Windows Build #27
Automated Linux Build #27
Check for RenderOverride key in Player.__newindex rather than just Entity.__newindex
Enabled occlusion culling component on camera prefab; now disabled by cvar
Fixed bad culling when camera eye position was inside test sphere bounds
Updated culling test cpu path
Move to best slot when right clicking from loot
Crafted items go in belt bar if appropriate
FOR FUCK SAKE time of day/ocean
Fixed playermodel serialization errors
fixed small planter scale
fixed not being able to place planters close to walls
fixed bells always playing when you first join a server with xmas enabled
plants in planters survive the cold of the desert/arctic instead of just dying
Candle hat effect position tweak (RUST-1486)
Stricter, unified RPC_Server.MaxDistance (RUST-1488)