31,545 Commits over 3,987 Days - 0.33cph!
RecalculateBounds takes SkinnedMeshRenderer into account
Wolf sound polish pass
No more coroutines in the sound system
Python revolver sounds
Mix tweaks
tweaked positioning of 3rd person python model so it sits better in the hand
fixed 3rd person spear holding so it points in the direction the player is actualy facing
tweaked ak47 3rd person anims
fixed python worldmodel attachment points
fixed attachment points on python revolver
fixed clipping issues and floating scope/holosight attachment points for a bunch of other weapons
python slots
fixed hemp turning brown when picked
fixed the hold pose for the python / m92 / lr300 ( player no longer holds the guns to the side anymore )
tweaked some sounds for the python revolver
manifest
python fixes
protocol++
Fixed player model standing up after crouch throwing
Fixed player model sometimes sitting on the floor when changing hold types while in a transition
Fixed rare case where stuff would still spawn too close to constructions
Spawn handler does multiple retries per spawn wave if not enough spawn locations are found (RUST-1528)
python first pass implementation
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added aiming down the sights animations for bolt_rifle and ak47 holdtypes
removed meshes from some of the animation .fbx files
Adjusted junkpile terrain anchors so more than 2 find a place to spawn, which is a plus
Fixed ore scale not applying on the server
art / sounds / prefabs for python revolver
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