194,204 Commits over 4,079 Days - 1.98cph!
Parenting fix. Ship firing changes
Merged with building system branch
fixed up tunnels and added proper sign posts inside tunnels to help navigation. Added tunnel signs to prefabs to tidy up heirarchy
Added caves ore loot spawners
Automated Linux DS Build #451
Restored wrongly deleted door prefab.
Replaced windows.form save/load dialogs with terrible custom versions
Automated Windows Build #451
FOR FUCK SAKE cannon ball prefab size
Some misc stuff in airfield
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Flatten dungeon prefabs on export (performance)
Fixed water invisible on respawn after dying inside water-vis-trigger (RUST-1358)
Fixed cave_small_easy scene merge fuckup
World model drops for double shotgun, LR300 & bota
AmbientLightLOD uses LOD grid for better load balancing, less stress on the dynamic LOD manager
water-vis-trigger:: fixed underwater overlay activating between tiny trigger gaps
water-vis-trigger: changed gizmo color to blue-ish gray
water-vis-trigger: cleaned up unnecessary null checks
Merge from main
Network++
Merge from main
Network++
Fixed locks not being networked properly
Updated industrial props across monuments
Adding industrial props prefabs
Cherry picked underwater fx fix from main
16937
Attempt to fix RUST-1354 - Unable to build in buildable area [Cave 6]
water/double shotgun require pipes
barrels drop some components
protocol++
added metal blade
added metal pipe
added sewing kit
added spring
added rifle body
added smg body
updated early game items to require components
Automated Linux DS Build #450
Automated Windows Build #450
Automated Linux Build #450
Player shadows no longer get clipped within the players' render bounds
Reverted upstream change that caused inactive weapons' shadows to draw in 3rd person mode
Ramp music intensity up during loading screen
Voice limiting tweaks + some sound optimization
Janky debug IMGUI start game button to give time for VS debug hookup
Fixed jittery audio on client/server vehicles. Unfortunately this also means no more doppler effect on vehicles.