19,201 Commits over 3,898 Days - 0.21cph!
Added convars to adjust physics iterations, physics steps at runtime
Hammer behaviour now derived from melee
Fixed hammer animations not playing as they should be
Meat now needs to be in a campfire to cook (not your pockets)
Meat now becomes spoiled after a while
Meat can now become burned if left cooking for too long
Added self test to bootstrap
Fixed a couple of Sentry errors
Added a couple of speedtrees to make sure it works
A bunch of speedtrees
(open in speedtree then go to file -> save as with assets and save into Rust content folder somewhere)
Fixed floor triangle having a square collider (thanks hamiltonfed)
Updated Lidgren
Testing different lerp method for player positions
Loadtime reporting, current screen reporting, crafting reporting
Deleting cfg folder added by Scott
Log connections, disconnections with Google
Making snapshots on respawn a bit more predicatble so we can show loading screens
protocol++
Adding Google Analytics test
Fixed stone hatchet - good job dyngnosis on reddit, you win
Give items back on cancelling craft
Cancel crafting on die
Fixed sleep inside spectator exploit
Fixed hazmat suit making the player invunerable
Stag, Bear, Boar now use their real ragdolls
Deleted UnityVS files committed by Scott
Made ViewmodelBob smoother, no snapping between states
Fixed boltrifle ironsights hold position being massively off (for real this time)
Toned down rock hit screen shake
Upped max texture resolution on 729 textures
Fixed supply drop not dropping
Ragdolls for boar, bear, stag
Tweaked player ragdoll (should fix LOD issues)
Added triangular floor peice
Wolf meat is now proper cookable
Added mesh colliders to hazmat suit parts
Hatchet, Boneknife, Pickaxe should be functional - even if the animations are kind of odd
Added triangle shaped foundation (test) http://files.facepunch.com/garry/2014/September/12/1410522651.jpg
Adding a bunch of primitive meshes - for placeholding, prototyping
Added ragdoll testing scene
Fixed server not saving config files on quit
Rock hit sounds, screenshake
Fixed weapon sounds effects sometimes not playing
Added delay to melee attacks
Fixed bolt rifle ironsights being wrong
ViewModel.scene: Viewmodel switching button list
ViewModel.scene: Right click look around, wsad move
ViewModel.scene: Added melee hit button (plays "attack", then plays "attack2" on "Strike" event
ViewModel.scene: Selects animation on viewmodel change in editor
ViewModel.scene: Remembers last open viewmodel
Converted rock, torch, hammer melee viewmodels to new system
Log parser more compatible
Trim newline in stack trace
Crash detection, extract + clean up stack trace so grouping works properly in Sentry
Undone compile fix (upgrade to u5b3)
Undoing changes in ClearFirstFrame (causing black screen)
Installscript for Rust Windows
Door can now be locked open (probably won't ever want to do this)
Lock costs less to craft
Can now duplicate a key without a lock
Doors have visible lock when a lock is attached (placeholder)
Fixed projectile script being ifdef'd out
Refactored CrosshairInfo to GameMenu
Added tools/Find Prefab Errors - finds missing components on prefabs
Log resource/animal respawns - (trying to isolate the problem)
Weapon animations no longer use triggers - this prevents small delays on firing etc
Changed states in the weapon animations (state must be named attack, attack2, reload etc)
Wooden Door Key costs 50 wood (down from 200)
Hammer now has a holdtype
Fixed moderators/owners not being properly marked
Crash reporter - scan for crash folders, report crashes from them
Crash reporter: clean up reported logs
Attempt to detect and report crashes in previous runs
Added option to compile debug 64bit windows client
Item module "Container" can now have default items
Camp fire now created with wood inside
Added Tools/Update Effects Prefabs to verify that the fx prefabs are valid
Fixed fx prefabs without recyclers, with disabled recyclers