243,015 Commits over 3,898 Days - 2.60cph!
Added Restarting, SaveCreatedTime to serverinfo output
Store save creation time in save file (shouldn't break protocol)
Add save creation time to server tags
Refactored ClientInputCmd creations into a single ClientInputCmd.IssueCmd(), AI and player actions now both call this function.
Added UnitMove and UnitAttack AI actions
Building placement snapping to grid
Update server information after restart started
Rock Stockpiles should take small rocks, not big ones (has room for 100 after all, and fits stockpile rocks better)?
Add "strst" to tags if server is pending a restart
Fixed NRE in BasePlayer.GetHeldEntity()
increased Burner attack area size 3->4
moved to a scan & think AI... sheets?
Rocket factory / interior progress / walkways bake
improved store models a bit
Automated Windows Build #675
Automated Windows Build #674
List linux dependencies in build script
Removed MAKE_CC_VERBOSE from linux client builds
high external wall wood lowest lod is now 4 triangles
navmesh path on selected unit when gizmos unit is ticked
Merged in Bill's TOD work. Car lights now change automatically with sunrise/sunset. No manual control, so sync of lights state over the network isn't necessary.
Vehicle headlights can turn on/off via a method.
Added car headlights. Always on right now.
Fixed underwater bubble screen effect continues to play when surfaced (RUST-1658)
Fixed broken scene view when lighting enabled
Merging my physics/collision changes into Main
Fixed potential missing key in UnitPortraitManager
Fixed NRE in PlayerController.EvaluateSmartObjectInteractions
FollowCamera noramlized distance fixes
Reverted dampening scaler
FollowCamera dampening scaled with timescale
fixed large furnace being destroyed when buildings modified nearby
gave rocks correct name and values
fixed animals never waking up
Tool usage in TakeFromDispenser Action
adding truck variants to truck scene, rescaled and renamed to fit truck_4
Stockpile support in PlayerController+Commands.EvaluateSmartObjectInteractions
let's not automatically set an attacker as a target, even if we aren't attacking them