113,134 Commits over 3,928 Days - 1.20cph!
Updated AO to latest and switched to deferred AO injection to play nice with PBR and go easier on the grass
Tween
Unlock button hide/show, show price
Fixed active item not dropping when killed without entering the wounded state first
Hide shirt lod fixes + female version
Fixed potential pooling NRE when leaving play mode in the editor
kill console command kills immediately without going wounded first (it's just annoying)
Fixed nothing showing in common bp
Tooltip delay
Always show crafting queue
Don't deslect blueprints when selecting item
rigged / animated / added sounds for the reactive_target
tweaked some flamethrower viewmodel anims
Fixed errors when running out of temp registers in d3d9; disabled far terrain splats for this target unless PVT is active
Removed forward path from shaders using the terrain layer
Fixed errors when running out of texture samplers; disabled light probe proxy volumes
First pass skin colours, clothing prefab fixes.
Female model mesh replacement code (applied to tshirt)
Merged latest 5.4 shader and water fixes
Fixed AO intensity not working due to opts
Perf.Playermodel models wear random clothes
Fixed player preview
Female model shit
Load balancer takes more time when queue backlog increases
Player skin sets reworked
Skin shader defines colour directly (doesn't use lookup)
Fixed cargo plane's propellers not fading into fog (#634)
Asian head variation + materials
Basic tooltip functionality
Removed stability warmup queue on server start since at this point it should be in stored in all savegames
LoadUI frame pause so scenes are proper loaded
Fix for RUST-600 (Cannot change GameObject hierarchy while activating or deactivating the parent)
Fix for RUST-631 (Armored foundation steps gives adjacent foundation transparent side(s))
Entities that haven't called spawn yet are valid as well (makes more sense for some existing code)
Theory: Unity doesn't like scenes with fullstops in their name
Compile fix (CLIENT && !SERVER)
Test: Don't check isSpawned when verifying the entity state while loading a save
Test: Set isDestroyed at the end of the entity deletion
Old hapis on main again, for now.
Actually, let's not cause a premature Hapis wipe.