112,306 Commits over 3,928 Days - 1.19cph!
Map masks for water drinking feature.
Added GetDepth to TerrainWaterMap for Helk
fixed orientation of arrowhead on the crossbolt viewmodel
improved the bear attack animations
improved the horse attack animation
tweaked the blend values for the horse and bear so they transition a bit smoother out of certain anim states
Fixed building block health not showing
Player self interaction menu baseline
C4 can no longer stick to other C4
Projectiles change path when penetrating objects (projectile refraction)
flamethrower finds fuel placed on belt
Don't pop up results for automated benchmarks
Add scm changeset number when building
Include unity version info in benchmark results
BasePlayer.ClientInit uses load balancing for mesh creation and prefab instantiation
Fixed regression on RUST-793
Fixed some deployables being placeable at extreme angles
Fixed BasePlayer.UpdateLookingAt performance issues in certain situations
Force quality level when running benchmarks
Fixed grass/bushes not showing in procmap tests
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)
Properly handling decal shadows when shadows are disabled; closing in on RUST-795
"Cannot mark assets and scenes in one AssetBundle"
Try to ignore some bullshit unity errors
Don't kick admins/devs for exceptions
SkinnedMeshCollider Benchmark
Init targetFrameRate when running benchmark
Fixed inconsistent bone scaling in the player preview, including the extreme boob sizes.
Fixed Benchmark nosteam error
Changed resolution dialog to hidden by default (but added -show-screen-selector to launch params so behaviour is consistent)
setup the bow / crossbow to show different arrow heads (depending on the ammo type equipped)
fixed slight glitch in the flamethrower deploy animation
files I forgot to include
Completely Redid the player animation system by splitting the animations into upper / lower
Cleaned up mecanim by reducing the number of active layers
adjustment for wood door heat protection
fix for flames dealing damage through walls
fix for flamethrower reloading while put away
fixed flamethrower not having hit notifications
lowered HDR value of flame particles (less blinding at night)