7,315 Commits over 2,345 Days - 0.13cph!
Burning wood creates less charcoal
Campfire furnace loot panel has on/off button
Item that is being burned in campfire/furnace shows a fire icon
Can't select fuel in miner hat/candle hat or water in bottles (was confusing)
Can drink from the water catcher loot panel
Can't drag and drop water from warter catcher
DS console reports invalid commands properly
Codelock is default craft
Pump shotgun spawn is less rare
Gunpowder crafts 2x faster (kind of)
Fixed wrong description text on pumpkin
Restricted sleep command to admins
Increased grenade throw power
Fixed horse ragdoll not bleeding
Entity Octree implementation
Developer: F7/F8 draw debug info for near entities
Moved player persistence server data from persistence folder to UserPersistence.db
Fixed some item names showing as Translate+Phrase in warnings/errors
Player bone scale variation (based on steamid)
Inventory menu performance optimizations
Fixed some prefab errors
Fixed some normal maps that weren't marked as normal maps
grass treads down on lower shader level
Don't tread grass down into caves and stuff
Updated RustNative
Fixed serverlist sort order
More loading progress on bootstrap
Triangle foundations and triangle floors cost less
Triangle foundation and triangle floors have the building shell protection the same as their non triangle peers
Floors, doors, pillars, halfwall, doorway wall, window wall, foundation steps are cheaper
Doors, window bars, pillars, low wall have less max health (same protection values)
Fixed miner hat/candle hat light offset
Warn if Spawnable has no Population
Fixed some entities not bundling properly (like the bota bag)
Fixed foundation placement weirdness
Menu music has volume control
Spear hold positions
Fixed C4 directional damage bug
Updating phrases
Making botabag a default blueprint
Network++
Making pumpkins so you can't get stuck in them
Added LodBias and DOF options to tweaks menu
Spectators can use F3 (for battle royale mod)
Fixed corn not fuiting for very long
Corn dies properly after fruiting
BaseScriptableObject.ID is set/forced via OnValidate
Enforcing Spawnable Population settings properly
Corn/Pumpkin plants grow naturally
Nights are shorter
Fixed NRE when sending empty string
Bota Bag implementation WIP
SignalBroadcast Gestures
Added StagPoint SpacialDatabase class
Added SpacialDatabase unit test (which is failing right now)
FindAndReplace tool
DuplicateWithReferences tool
Fixed everything being broken
Sped up gamemanifest generation
Made Tools/Update/Prefabs redundant
Fixed server compile error
Added entity.debug_lookat (toggles debug mode for the entity an admin is looking at)
Picked food condition set according to how ripe
Eaten food item effects scale to condition
Eaten Pumpkin gives seeds
Seed plant effect
Plant harvest effect
HeldEntities can demand a crosshair
Fixed not shadow culling MeshRenderers properly in SkinMultiMesh
Fixed server compile errors