123,352 Commits over 4,171 Days - 1.23cph!
fixed holosight reddot alignment
some more prep work (overgrowth dressing scene)
Overgrowth dressing scene prep over -
Roads, train tracks, sewer drainwalls and concrete slabs now generated through Scene2Prefab
LODs and vertex color painting for vegetation, R and G channels are used for detail bending
Prefabs created for all models
Overgrowth dressing scene update
Unity 5.4.2f2 (downgrade)
SkinnedMeshCollider, BaseCollision are IClientComponent
Fixed PieOption NRE on server build
Fixed ConvarComponent spam on server build
Set compile symbols before building asset bundles / preparing prefabs
All plugins copy pdb if found in output folder
Revolver additional world mesh changes
Pump shotgun optimisation
Fixed Item.Ownership memory pooling being fucked up
Fixed ClientReady.ClientInfo leaking objects into the memory pool (only once per server join?)
Fixed collider list in TerrainCollision.GetIgnore sometimes being thrown to garbage collector instead of being pooled
Fixed rare lock entity NRE when thrown items are stuck in them while removing them (RUST-1521)
Recalculated entity bounds on all collectables
Fixed server held entity leak when dropped item is out of world bounds
Fixed DroppedItem.OnParentRemoved position calculations so dropped items appear at the correct position when their parent is removed
slightly reduced cost of waterpipe shotgun
reduced cost of double barrel (one less pipe)
removed gear cost from landmine
reduced blade cost of metal barricade
reduced stone cost of stone/concrete barricades
oil barrels also produce a small amount of low grade fuel in addition to crude
reduced recycler volume slightly but increased audible radius
Fix RUST-1534
Fix bow shoot sound playing an extra time when quickly switching weapons
Update disabled state on the client whenever the parent reference changes
Fixed floating attachments when picking up weapons (RUST-1536)
Rocket launcher optimisation
Fixed "data is NULL" error when writing empty stream to network
Fixed error after running clear_memory
Added "free" console command (clears prefab, asset and memory pools, then runs GC and unloads unused assets)
Updated checksum functionality to the new system
Completely disabled caching on non-procedural maps
Theoretical "real" fix for skins issue
Salvaged hammer optimisation
Stone hatchet optimisation
Updated facepunch.steamworks to latest
Larger, easier to see holosight reticle (including during day)
Larger, easier to see holosight reticle (including during day)
slightly nerfed meat food items
buffed corn/pumpkin food yield
visual plant hydration via tinting
reworked plant water yield - needs x mls over y time to produce z yield multiplier
reworked clone yield - always 2, extras from healthy (hydrated) plants
quartered arrow crafting time
halved bolt/ak/sar/smg/sap/thompson crafting time
lowered beartrap crafting time
lowered autoturret crafting time
F1 grenade is mainly antipersonnel now, barely any construction damage
F1 grenade much cheaper and doesn't require a spring
F1 grenade quicker throw time/snappier feeling