branchrust_reboot/prereleasecancel
679 Commits over 304 Days - 0.09cph!
Merged prop changes from dungeon
Fixed attachments motion vectors causing problems with tssaa
Merging biome tinting shader changes
Cherry picked remaining water related changelists from main
Touched all water related shaders; making sure latest cherries get applied
Cherry picked decal fix
16925
Merge from water-vis-trigger
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
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
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
Added caves ore loot spawners
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++
water-vis-trigger: fixed fresh/salt water no longer drinkable (RUST-1357)
water-vis-trigger: removed redundant endsample
Trying to improve load times
BuildAssetBundles - print status, timings
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
Capping lightwells in caves - caves_dressing scene update
Lets see that happens if we don't pre-process our asset bundles