127,157 Commits over 4,109 Days - 1.29cph!
Only initialize door animators if required when leaving the pool
Fixed onInventoryChanged event being called for every player
Replaced BasePlayer.LocalPlayer with LocalPlayer.Entity
Replaced GlobalMessages.onInventoryChanged.Call with LocalPlayer.OnInventoryChanged
Moved models
Tunnels colliders, final prefabs, prefabs include terrain triggers for easy placement
Merge from player_pooling (disabled by default)
Fixed onInventoryChanged event being called every time a shot is fired
Military Tunnels scene work backup
removed sticky gizmos from tunnels prefabs triggers
Clear LOD group when clearing player mesh (should fix duplicate LOD group warning with player pooling enabled)
Added a missing script to the dungeon cam to render decals
ItemIcon NRE fix (for real)
Enabled entity and player pooling by default on 64bit systems
Disabled entity pooling on furnaces + campfires for now (VFX stuck)
Eliminated hasEntityMenu computation from ClientInit (slow)
Only wooden boxes and large wooden boxes are pooled, not all entities that inherit from StorageContainer
Fixed distorted water reflections in rivers (RUST-1248)
Disabled pool.players by default again (more testing)
RUST-1250: Sound pooling fixes (hopefully.. can't reproduce in editor yet)
Set sound modulator value to 1 when fetching new modulators from the pool
fixed player twitching into sleep anim when he jumps in / out of the water
tweaked the materials for all of the weapon addons and the m249 (they look more metallic now)
beds are actually pickupable again
lr300 spawn tables
lr300 balance
Collectable pickup sunds for mushrooms, stones, and stumps
Research table sounds
More sound tweaks & polish
Trainyard - fixed the holes in terrain sometimes happening near large basin
NRE - ViewmodelAttachment.OnDisable (weapon with attachments into research table) RUST-1244 fixed
lr300 iron sights made accurate
Old Mine set, final meshes LODs and Colliders, ready to place prefabs
Misc & military tunnel update
RUST-1146 - Fixed invisible helicopter gibs if destroyed outside of network range
Minecart final mesh LODs and Colliders, Prefab
Military tunnel update
Refresh skinned mesh renderer bone cache when mesh changes (because of gender or race)
Chimney spiral strairs final mesh LODs and Colliders, Prefab
Military tunnel update
player preview state anims
MeshReplacement and SkinSet also update the renderer root bone
flashlight emission point brightness increased
flashlight dust beam brightness reduced
made the LR300 sit in the players hand better in 3rd person
fixed the IK positioning of the LR300
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