32,213 Commits over 4,018 Days - 0.33cph!
Fixed wounded/sleep anims
Fixed AnimatedBuildingBlock.PutAnimatorToSleep errors
Recalculated entity bounds on all junkpiles (RUST-1524)
Added RecalculateBounds context menu to entities
Implemented Network.Read.Seek
Added terrain anchors to junkpiles
Removed RealmedRemove from junkpiles (handled by IClientComponent / IServerComponent + Client Cull / Server Cull)
Updated layers on junkpiles (World is for static world objects, not entities)
Resource spawns check for constructions in radius
FoliageDisplacement is IClientComponent
SpawnGroup and BaseSpawnPoint are IServerComponent
Resource spawns check for players in a radius
Resource spawns can use terrain anchors, checks and filters
Fixed missing scripts in some prefabs
Merged updated player animation rig
Server side player rigidbody fix
Better prefab pool rigidbody handling (this isn't used by anything)
Better player rigidbody stripping (massively reduced client rigidbody count)
Semi-auto rifle optimisation
Flamethrower optimisation
Fixed connection queue exploit
Network++
Cannot place items or build over junkpiles
Fixed pickup menu difficulty
Soft shadows now allowed from GQ=2+
Item store auto pricing (based on age)
Fixed stone hatchet invisible in workshop
Fixed the complete mess of our loot prefabs, added proper culling for everything
Network++
Fixed lootpanel missing references
Fixed that some small static rocks were never culling
plant entity profile samples
merge into main
protocol++
Fixed landmine_explosion prefab being fucked up and breaking when pooled (smoke_1 and smoke_2 warnings)
A lot of the values on BasePlayer don't need to be serialized (I don't know if that saves us anything)
Made ragdoll movement non jittery
Added a new junkpile containing the wrecked truck
Manifest
Truck wreck models/LODs/COL/Prefab
cherrypicking truck variants
Crossbow lod optimisation
Prefab fixes
folder cleanup