7,315 Commits over 2,345 Days - 0.13cph!
RustEditor remembers tabs
Avoid rebuilding player models when nothing has actually changed (perf)
SkinnedMeshCollider can work with a regular MeshRenderer
Can define an attachment bone in wearable (for unskinned clothing items)
Added Transform.FindChildren (find immediate children by name)
Added all the splat types to TestLevel
Environment option in RustEditor
Added cullmode option to standard shader
Fixed hemp bush blocking bullets
Uncrunching - because Crunch texture compression apparently does the opposite of what it's meant to
deploy guides can be empty
Fixed normal texture mode
Fixed ArrayIndexIsEnumDrawer not working with structs/classes
Oops @ left in debug output
Fixed floating building parts
Increased decay
Can place new Constructions in the editor without running manifest generation first
Fixed entity debugging flag not working as designed
Item defs don't have to be in Items/
Changing input to Input.GetAxisRaw - not sure it makes a difference
Entities don't need to be in bundles folder
Item Definition unit tests
Moving testtools to the editor folder
SQLite bindings + unit tests
Added sqlite to native libraries
Switch to built in analytics
Terrain parallax in bundled builds
DS Console text is different colour if server is debugmode
DS Console has current map name
Updated community ent
NRE fixes
Updated error urls
Fixed item contents icons not always updating
Fixed more projectile firing performance problems
Tweaked large water catcher blueprint ingredients
Culling some clientside stuff out of serverside
Fixed players not being marked as developers properly
Updated research table panel to sideset confusion
Water bottle - start with some water