111,625 Commits over 3,928 Days - 1.18cph!
Hacked around UI canvas overhead on grass displacement camera
Added new harbor pieces and rescaled forklift
correct collider setup for weapon mod worldmodels
Added map worldmodel, lods, correct folder structure, set holdtype & model drop
harbor_2 tagged scene2prefab
Adding harbor_1 & harbor_2 base scene files
silencer is slightly cheaper
silencer slightly reduces aimsway
silencer slightly reduces recoil
holosight/lasersight now use techparts
smgs now require smg body component to craft
rifles now require rifle body component to craft
double barrel shotgun requires pipe component to craft
component spawn added to radtown boxes
speed up the pistol/revolver deploy times even more (it now takes 0.5 seconds to whip out your pistol)
adjusted the deploy times on the pistol/revolver prefab so they match the animation
modified the deploy animations for the pistols/revolvers so they're much quicker
Added portacabin greyboxes
Correctly apply ambient multiplier at runtime
Truck cabin and truck trailer greybox models and prefabs
Workshop Skin Downloading, applying
Enabled player model pooling by default (testing)
Only log gib warning if developer > 0
Reduced GC from gibs
Rebaked concrete barrier normal to work with wieghted vertex normals
Fix for RUST-1389 / Top of dome monument buildable
SkinId is ulong - network++
Structure/Props folder cleanup
Fixed power substation scenes missing SceneToPrefab tag
Improved Scene2Prefab preprocessing
SteamInventory json generation
Log warning when moving entity to group we are not subscribed to
Only log group subscription warnings if developer > 0
Folder cleanup old crap warehouse until replacement
Warehouses greybox models and prefabs
Pause editor when Steam initialization failed
Fixed NRE when editing item
Fixed uncompressed normals wrong green
Fixed Rock skin
Fixed not running culling client/server only components properly (untested)
Fixed Water Purifier skin
Client keeps track of subscribed network groups, warns when something fishy happens
Network++
workshop: fixed cutout by forcing all blend mode permutations in rust/std-cloth shaders
Fixed potential NRE in Water.ToggleVisibility
workshop: setting override tag and render queue when switching between opaque and cutout
Added bollard and fuel tank blockouts