127,784 Commits over 4,109 Days - 1.30cph!
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Disabled graphics jobs again; causing crashes and breaking deferred lighting...
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Disabled dynamic batching
Re-enabled pre-processing for server builds
Simplified workshop icon outline effect
Only occlude looping sounds via gain (quick temp fix for surround sound DSP issue)
Throw error during DoPrepare if gibbable isn't readable
Enabled graphics jobs (testing)
Added some missing Profiler.EndSample in PlayerModel
Fixed decor NRE with pool mode 2
Merge from networking_fuckery_2
Network++
Reverted accidentally included Rust.Data.csproj change
Can convert unwanted steam inventory clothes into cloth (for no reason right now)
Properly cull PropRenderer at runtime (memory usage, performance)
Fixed IEditorComponent not being culled at all in client builds
water bottle 1st pass viewmodel anims, prefab & controller
Made PropRenderer IClientComponent (client needs it)
Fixed ProjectileWeaponMod not setting limitNetworking after server load
Enabled all player pooling functionality by default on 64bit systems (finally)
Shortened prefab name in print_prefabs
Multiple select breakdown
Fixed scrolling back to the top when inventory items updated
water bottle viewmodel updates, adding Toms bottle mesh & textures
rocket launcher more expensive
rockets cost additional pipe
lowered oil barrel HP
removed waterpipe pipe requirement (derpy but needed for now)
tightened up flamethrower fuel stream graphics
flamethrower must be held to create fire
can no longer tap flamethrower for 1 fuel to create a fire
flamethrower holds 100 ammo instead of 50
flamethrower uses twice the fuel per second
flamethrower direct damage against players increased
attempt to fix empty crates/barrels
added semi auto body (p250/SAR component)
slightly reduced sheet metal HQM recycle yield
slightly reduced spring HQM recycle yield
protocol++