7,315 Commits over 2,345 Days - 0.13cph!
Ore resource nodes now all give varying levels of stone/metal/sulfur (instead of just one)
Don't bob weapon when not on ground
Bolt rifle, Thompson, Shotgun, Eoka Pistol, Revolver craftable
Added gunpowder blueprint
Pistol, rifle and shotgun ammo craftable
Added pistol bullet projectile
Fixed arrow & rifle killing via "hunger"
Fixed F2 menu settings not being applied
Fixed player floating up slopes
Fixed player not casting shadows
Catch SocketException , don't start server
Kick users sending invalid packets
Fixed deployment guides not changing colour properly
Catch NetworkInformationException and open http://support.microsoft.com/kb/2588507
Furnace menu is now ordered
Crafting Low Grade Fuel will give you 10x
Sulfur Ore is now smeltable
Fixed smelted ore not stacking properly
Updated metal plate torso icon
Free + Instant crafting for admins/editors
Fixed "Unpooled Part Name" when attacking animal
Fixed UI lag caused by UpdateGlobals Invoke
Transform.FindChildRecursive is now case insensitive
Fixed wolf ragdoll not copying bones from parent
Fixed wolf ragdoll not copying blood effects from parent
Fixed wolf corpse being single hit harvest
Fixed wolf corpse not being made of Flesh
Added client.fov convar
Fixed floating above world for a frame when joining the game
Stop co-routines when entity is network-destroyed
Show which item it couldn't replace in Replace module
Reduced the amount of animals until we fix the perf
Added ai.tick
Added ai.move
More profilers
Added profiler samplers for AI behaviours
Fixed metal_plate_torso not having any meshes
Workaround for foilage outline on menu screen
Material tweaks
Switched off directional fog
Upgraded project to unity5b2
Fixed WaterUpdate NRE's (probably)
Client network connection will skip out if too much time has been spent processing packets
Fixed water not having reflection/refraction
Removed SetIKWeight references
Profiling Stuff
Fixed FakePhysics running clientside (perf)
Disbale error logging in editor (crash, freezing etc)
Skinned meshes update their bounds on demand instead of every x seconds
Fixed warning in PlayerInventoryAnimation because of missing ikWeight param
Disabled Am auto register objects
Player spec map (fudged, workable)
Labelled player animations with "PlayerAnimations"
Made sure all player animations were using the RustPlayer avatar
Made ikWeight use animation curves instead of calling SetIKWeight
Undone everything goosey did yesterday (fixes broken player animation, sorry dude)
Tweaked camera, sky
Added ProceduralSmall map
Animals now spawn everywhere (instead of just forests)
Fixed player model not playing walk animations (NaN mechanim shit)
Swapped UI rendering back to how it was, this new way kills frame rate
Mesh colliders for animals
Fixed animal pink skins
Disabled fog in horizon clouds
Re-organised prefab folder
Everything that autospawns should now be in the autospawn folder
protocol++
Skinned colliders can no longer be convex
Fixed potential headshots creating an error
Fixed a bunch of compile warnings
Fixed HTML manager spawning twice
Changed HTML to 'OnDemand' mode
Removed player rigidbodies serverside
Fixed Radiation sphere trigger math
Added vis.triggers convar
SkinnedMeshCollider triangle array errors
Fixed errors with input state being null on disconnect
This should fix having to hit doors to get lock status to change
Changed ores to use standard shader
Disabled voice chat playback (crashing in u5 in SetData)
Removed redundant rigidbody warning