128,784 Commits over 4,140 Days - 1.30cph!
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
Fixed workshop exporting black icons with revz; now disabled during export, nothing to gain from it there
Updated Rust.Global binaries
Refresh item lists after publish
Don't open temporary folder during publish
Open Item URL after publish
Fixed tooltips sticking if owner element disabled/destroyed
Button to hide/show editor
Fixed tooltips going off the screen
Float vars loaded properly
Camera light toggle button
Can zoom by holding down both mouse buttons
recycler light + texture size tweaks
Capping lightwells in caves - caves_dressing scene update
Lets see that happens if we don't pre-process our asset bundles
Fixed window.bars block displaying the wrong materials on LOD0
Doors biome tinting enabled
red dot sight; fbx, prefab, materials and textures
Merging building blocks biome tinting to pre-release
Fixed potential hole in terrain at cave 4 entrance
Scene2Prefab Monuments & Caves
Disabled pool.player_model by default for now
Network++
Added new weapon mod world models to bundles
Network++
small sound recycle tweak
Fixed file browsing marking folders as hidden (!)