32,244 Commits over 4,048 Days - 0.33cph!
3rd person player anim tweaks
Corpse despawn time scales with the rarity of the contained items
Seeds are considered "common" instead of "rare" and despawn faster when dropped
Dropped items despawn about two times slower
Debris / ragdolls and shit no longer prevent you from picking up / interacting with objects behind them
Fixed boostrap not updating the loading screen text
Cherry picking shader changes from /main/hair
Fixed bow sometimes spamming RPCs to server
3rd person player anim tweaks
3rd person player anim tweaks
fix for 3rd person weapon animations not playing
Updated native plugins for Linux (built with older version for backwards compatibility)
More details in combat log when rejecting attacks for various reasons
Network++
Lowered maxtickspersecond default value to 300 (from 1000)
Increased maxpacketspersecond default value to 1500 (from 1000)
Tier 3 workbench: fbx/prefab/lods/gibs/textures/etc
Fixed Rust.Data error when building plugins somewhere other than Windows
Recreate empty client network group provider when leaving / reconnecting server
Lots of little mix tweaks and sound polish
Optimized EntityRealm.FindInGroup (saves around 30ms per network group leave)
Eliminated GC from client side entity group switching
Merged in terrain texturing edit-mode verbosity mitigation
Fixed bright code-lock open/closed lights when non-lit; switched transparent materials to opaque (needed shadow)
Updated native plugin (Linux)
Skin texture load memory management fix
Updated native plugins (Linux)
Updated native plugins (Win + OSX)
Added updatebatchspawn convar (used instead of updatebatch when spawning, improves receiving data performance)
Updated Linux native plugins
Updated native plugins (Win + OSX, Linux to follow)
Merge from async_texture_loading
Scene2Prefab for loading screen
Reverting accidentally commited ProjectSettings
Added skip button to skin download stage of the loading screen for when Steam is having trouble or the download gets stuck
Tree colliders count as grounded in the server side player movement checks
Consumable items try to go straight to belt when picked up
Stackable items prefer item containers that already contain other items of their type when picked up
Adjusted maxrpcspersecond default value (now 200)
Added instancing support to foliage displacement pass
More metal impact polish
Barefoot footstep polish
New dropbox submit sound
Unfuck airdrop flight sound import settings
Mix tweaks
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Print counter in loading screen when downloading / processing skins
Keep connection alive when waiting for skins
Network++
barricades gibs fixes, uv weld optimizations
Some code cleanup in preparation of more custom instancing