111,640 Commits over 3,928 Days - 1.18cph!
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
Fixed grass color, properly this time, probably
Fixed NRE when switching items
OSX FacepunchSteamworksAPI fixes
Merge from main
Network++
Updated all CSProj pre and post build tasks to MSBuild syntax (platform agnostic)
Fixed title unsetting
Randomize gender/skin/race
Show title, author, voting when viewing skin
Fixed error if item not downloaded right
Fixed missing sky
seperated flameturret base from the top; top can now rotate!
Fix for water no longer visible after relogging from flooded cave/monument (RUST-1360)
Paged item list on workshop menu
Crane and tugboat prefabs
Fixed zooming
Fixed grey grass (maybe)
Lerped the download bar to make it look like Steam doesn't update the download progress once every 3 seconds
Handle steam not being open better
Updated Facepunch logo to 2016 version
Fixed file browsing marking folders as hidden (!)
small sound recycle tweak
Added new weapon mod world models to bundles
Network++
Disabled pool.player_model by default for now
Network++
Scene2Prefab Monuments & Caves
Fixed potential hole in terrain at cave 4 entrance
Merging building blocks biome tinting to pre-release
red dot sight; fbx, prefab, materials and textures
Fixed window.bars block displaying the wrong materials on LOD0
Doors biome tinting enabled
Lets see that happens if we don't pre-process our asset bundles
Capping lightwells in caves - caves_dressing scene update
recycler light + texture size tweaks