193,693 Commits over 4,079 Days - 1.98cph!
Automated Windows Build #1
BasePlayer.ClientInit uses load balancing for mesh creation and prefab instantiation
added app build scripts for prerelease branches
Fixed regression on RUST-793
Fixed some deployables being placeable at extreme angles
CraftItem Action has three modes/data source options, DesireCondition, Intention and ActionChainData
EntitySettings component validation cleanup
ResourceSettings validation forces Dispenser component to be enabled
Fixed BasePlayer.UpdateLookingAt performance issues in certain situations
Force quality level when running benchmarks
Fixed grass/bushes not showing in procmap tests
Updated race mission. Server broadcasts race end point, countdown
large and small planters - mats, textures (plowed soil), gibs etc
fixed the ak47 / smg / bolt_rifle attack animations so they better represent where the player is aiming
Slight change to how bundles are built (hoping for faster build times)
Automated Linux DS Build #298
Automated Windows Build #298
Automated Linux Build #298
Fixed prediction for PlayerButtonDown/PlayerButtonUp
Possible fix for subscriber bug?
added renders, finished high, working on low
Properly handling decal shadows when shadows are disabled; closing in on RUST-795
Player HUD and Player Death error fix
Fix for pure server not sending proper player state.
Split UDM.FilterBehaviourTargets up into two methods for clarity
Ported most resource stuff to dispenser
"Cannot mark assets and scenes in one AssetBundle"
DispenserEntityWrapper inherits DataParameters
Try to ignore some bullshit unity errors
Don't kick admins/devs for exceptions
SkinnedMeshCollider Benchmark
Init targetFrameRate when running benchmark
FOR FUCK SAKE tileEd prefab