125,423 Commits over 4,171 Days - 1.25cph!
tweaked positioning of 3rd person python model so it sits better in the hand
fixed 3rd person spear holding so it points in the direction the player is actualy facing
tweaked ak47 3rd person anims
Wolf sound polish pass
No more coroutines in the sound system
Python revolver sounds
Mix tweaks
RecalculateBounds takes SkinnedMeshRenderer into account
Updated entity bounds on a bunch of weapons
damage balance for python
limit clones per cutting to 5
phrases
Subtracting
18437 (cc alexrehberg)
Moved all script assets out of the "Content" folder (presumably irrelevant)
Removed PDF from "Content" folder (don't think this is used)
Fixed missing scripts in neutral_dungeon_lighting prefab
Added Tools/Find/Missing Scripts
Fix NRE in
18437 and reapply
python slightly more accurate
python slightly less aim sway
python slightly higher firerate
Replaced Facepunch.Tick (appears to be fucked)
vegetation models WIP
roads and railroad overgrowth dressing
concrete slabs and sewers overgrowth dressing
Scene for prefabs management
Added Window/Tools/Replace Objects With Prefab
Fixed missing sphere tank barrels (cc garry I think you have to reimport Content/Props/water_drums/water_drum_a.prefab)
Fixed broken objects / references on HapisIsland (hopefully takes care of our build issues)
fixed holosight reddot alignment
some more prep work (overgrowth dressing scene)
Overgrowth dressing scene prep over -
Roads, train tracks, sewer drainwalls and concrete slabs now generated through Scene2Prefab
LODs and vertex color painting for vegetation, R and G channels are used for detail bending
Prefabs created for all models
Overgrowth dressing scene update
Unity 5.4.2f2 (downgrade)
SkinnedMeshCollider, BaseCollision are IClientComponent
Fixed PieOption NRE on server build
Fixed ConvarComponent spam on server build
Set compile symbols before building asset bundles / preparing prefabs
All plugins copy pdb if found in output folder
Revolver additional world mesh changes
Pump shotgun optimisation
Fixed Item.Ownership memory pooling being fucked up
Fixed ClientReady.ClientInfo leaking objects into the memory pool (only once per server join?)
Fixed collider list in TerrainCollision.GetIgnore sometimes being thrown to garbage collector instead of being pooled
Fixed rare lock entity NRE when thrown items are stuck in them while removing them (RUST-1521)
Recalculated entity bounds on all collectables
Fixed server held entity leak when dropped item is out of world bounds