127,271 Commits over 4,109 Days - 1.29cph!
Updated Water prefab with WaterCollision
Added WaterCollision.GetIgnore for Bounds + GamePhysics path
Deprecated WaterLevel.ToggleCollision, switched to WaterCollision.GetIgnore
Fixed underwater fx not showing
new muzzleflash effect for mp5
Fixed trigger OBB not matching scaled collider properly
Fixed water collision bounds getignore inverted test
Merge from water-vis-trigger
Merge from networking_fuckery
Ramp music intensity up during loading screen
Voice limiting tweaks + some sound optimization
added metal blade
added metal pipe
added sewing kit
added spring
added rifle body
added smg body
updated early game items to require components
water/double shotgun require pipes
barrels drop some components
protocol++
Attempt to fix RUST-1354 - Unable to build in buildable area [Cave 6]
Cherry picked underwater fx fix from main
16937
Updated industrial props across monuments
Adding industrial props prefabs
Fixed locks not being networked properly
Merge from main
Network++
water-vis-trigger:: fixed underwater overlay activating between tiny trigger gaps
water-vis-trigger: changed gizmo color to blue-ish gray
water-vis-trigger: cleaned up unnecessary null checks
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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