127,304 Commits over 4,109 Days - 1.29cph!
AmbientLightLOD uses LOD grid for better load balancing, less stress on the dynamic LOD manager
World model drops for double shotgun, LR300 & bota
Fixed cave_small_easy scene merge fuckup
Fixed water invisible on respawn after dying inside water-vis-trigger (RUST-1358)
Flatten dungeon prefabs on export (performance)
Some misc stuff in airfield
Replaced windows.form save/load dialogs with terrible custom versions
Added caves ore loot spawners
Undone PreservedPrefabs idea
SkinnedMeshRendererInfo stores transforms (for workshop)
SkinnedMeshRendererInfo.BuildRig() builds a working default rig (workshop previews, icons)
SkinnedMultimesh can be rebuilt without resetting meshes (to retain workshop materials)
Camera.FocusOnRenderer handles rotations properly
Made Scene2Prefab a bit faster
Nicer progress bar for Scene2Prefab
Merged workshop beta into prerelease
Protocol++, rebuild plugins
Scene2Prefab can opt out of automatic hierarchy flattening
Enabled hierarchy flattening in all dungeon / monument scenes
Scene2Prefab hierarchy flattening does not remove empty child objects of entities
Scene2Prefab (monuments and dungeons are now using flat hierarchies for performance)
Network++
Save++
new and improved muzzleflashes for all the guns.
water-vis-trigger: fixed fresh/salt water no longer drinkable (RUST-1357)
water-vis-trigger: removed redundant endsample
optimized LOD worldmodels for all of the weapons (improves FPS bigly)
mp5 deploy/reload/etc sounds
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dock walls greybox set models and prefabs
Trying to improve load times
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BuildAssetBundles - print status, timings
Merged shipping containers and added harbor crane blockout
World model drops for scope, silencer, holosight, muzzlebrake & muzzlebooster
Fixed censorship cube update issues
recycler, textures, lods, prefab, collision etc
Fixed NRE when sign is destroyed within RequestTextureUpdate delay
Barges greybox set models and prefabs
Building planner world model drop + LODS