33,191 Commits over 4,109 Days - 0.34cph!
Fix bug when disabling/destroying AmbienceEmitters
very low chance for duplicates (of blueprints you already know) when revealing
Fixed potential NRE in Construction.Placement
Fixed potential NRE in Planner.Server DoBuild
LOD fixes for building parts doorways
Manifest (ambience changes)
Merge to Main - Explosion work
opengl32.dll no longer a RustNative dependency on windows
Added stability.passes convar
Stability warmup messages formatting
Fixed clipping on bone knife throw
Stability warmup performance test
Savegame loading status message formatting
Stability check always attempts at least 10 times before timing out
Load balancer runs in LateUpdate such that actions from the same frame are processed immediately if possible
Sky Dome cloud setting tweak.
footstep splash effect fix (animals and players)
Subtracting ambience2 (asset warmup perf test)
pumpjacks removed (for now)
jackolantern blueprints removed from library
m249 actually uncraftable for real this time
small, medium, large fly swarms effects.
Load all ambient sounds in background, see if that works
ProjectVersion.txt (we're still on p2)
fixed missing wood world model
removed 5m buffer between tool cupboard placement
+1 lowgrade fuel per craft session
fixed the shadows on the muzzleflashes for all the guns.
Added stability.queuewarmup convar
Clear stability queue when launching with queuewarmup disabled
Stability warmup queue processing tweak
No need to recheck self after updating the cached stability value (tiny optimization)
Don't try to send network updates while loading
Don't open connection until after collider batching, stability init and save cache creation are done
Added audio.ambience convar (sorry, disabled by default because it spams memory allocations)
new walk/run animations for all weapon holdtypes
▉▋▇▌ ▍▌▌▅▉ █▊▄ ▌█▄ █▉▆▍/▋▆▍ ▉▌▌▊▋█ ▉▉▌▇▍▄▉▆▊ ▆█▊▉▄▇▄
adjusted the LOD distances for a bunch of items / animals
Ambience GC fix + a few minor optimizations
AmbienceEmitter CompareTo outside if client
fixed bug with some of the running animations not making footsteps