199,504 Commits over 4,140 Days - 2.01cph!
Fixed client side profiler mismatch in BasePlayer.SendClientTick
Some "using UnityEngine.Profiling;"
Added ProfilerDebug tool to track down profiler sample mismatches
Fixed profiler sample mismatch in RendererCell.RefreshAsync
Fix for bradley shooting trough the rocket factory roof
UI Shader stuff
Talents screen
Amplify shader editor
Added "foliagegrid" editor convar
Female body lods & all head lods
Gang members now respawn in gang buildings
Check for obstructions (furniture etc) before spawning in gang buildings
Discard any too-small rooms for gang spawns early, so spawn attempts aren't wasted on them
Auto turret accent sound voice limiting tweaks
Got the rotation of spawn points actually working, putting the characters at the correct starting rotation. Required setting the character's eye angle rather than their transform angle.
Voice limiting tweaks
Play camera focus sound less often on auto turret
More spawn eye direction stuff
these were changed whenI looked...
Fixed no race selected on tribe spawner in nospawns
Potential fix for crash bug.
Disabled scientist populations by default.
Disabled nav_grid by default.
Beancan charge, C4, Bone Knife, Bota bag - Updated to latest rig, added arms, clean exports, rebuilt prefabs
Fifth attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
Better server startup logging in case this doesn't do it
Merged from NavMesh Link branch
Fixed a couple Server vs Client compile errors.
Default map size is once again 4k (which means official servers will switch to 4k maps this wipe)
Fixed ai.prefab data reset.
Increased launch site spawn priority to highest
ApplyTerrainAnchorsNew is now the default
Don't cache map in editor
Fixed grass meshes sometimes reaching onto other splats
UnitRaceDefinition now holds TOD cycle & atmosphere parameters for tribe create screen
Refactored a bunch of Session stuff so that we load tribe create before world init
Added GameManager.OnWorldReady event for deferred initialization of anything that needs game world to be er... ready!