199,363 Commits over 4,140 Days - 2.01cph!
Fixed generated doors twice on client.
Scene2Prefab hierarchy flattening does not remove empty child objects of entities
Scene2Prefab (monuments and dungeons are now using flat hierarchies for performance)
Network++
Save++
Added behaviour designer. Started basic locomotion steering AI nodes.
Waiting for thrown weapons should now work properly
Disabled collections on group component, check if enabled/updated usage in Senses.TryCreateCollection
Senses no longer ignores entities that are flagged as non-interactable
Re-enabled collections for Herd type groups (Deer)
new and improved muzzleflashes for all the guns.
Bit of NetworkEntity refactor
AI tweaks to make fleeing happen when it should
Let's not spawn everything twice.
Unit collection radius back to the good old fashioned way.
FreeCamera + PlatesManager
Server side, locally controlled entities now broadcast updates correctly
updated models, textures, scene, camera, lighting
Driveable vehicle materials updated to match static vehicle mats
Vehicles now have three possible states - disable a lot of stuff when not being used.
water-vis-trigger: fixed fresh/salt water no longer drinkable (RUST-1357)
water-vis-trigger: removed redundant endsample
Remove redundant meta files
Merging in vehicle changes
optimized LOD worldmodels for all of the weapons (improves FPS bigly)
Removing old player input stuff that's no longer used
camera changes, road mat changes
Let's not confuse Tortoise and Deer corpses.
Exposed Debug Color for UnitCollections to editor.
mp5 deploy/reload/etc sounds
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