225,834 Commits over 3,714 Days - 2.53cph!
Changed players to use NPC visual styles.
FOR FUCK SAKE more shader work
Moved item decay boilerplate to a component
Fix animal footstep sounds
Add new bear footsteps from a while back
Added UpdateHandler and UpdateBehaviour (offer DeltaUpdate that can efficiently sleep for x seconds)
Optimized LightEx using DeltaUpdate (update rate now decreases smoothly with distance from camera)
Fixed game object creation error in editor when stopping game
searchlight beam cherry pick
Fixed dark censorship (RUST-1625)
Rocket factory/interior progress
Automated Windows Build #658
Automated Linux DS Build #658
Automated Linux Build #658
Disabling some VPK code that is hitting an infinite loop
Launch_site terrain setup
Backup/progress core
Added different options for easier looting. Adding an item description.
Ai should sense corpses too
Reduced animal mesh compression
Attack damage is a variable on the npc
Ai senses - memory filter (should fix ai not seeing players)
Chicken doesn't use horse footsteps
Cleaned footsteps
Increasing navmesh bounds
Updated render queue field and added instanced field to rust/std shader gui
Instancing all materials part 2
removed unused moved/attacked variables from protobuf and references. More purging
Made camera look ahead of truck slightly
branched to start decoupling everything from a server for single player/modes
added exit button to map and squad editors
Enemy in-range indicators in movement mode, upgrade to 5.6
animals have proper corpse contents
added deer meat
use Entity.WaterDepth for ai queries
Cache waterfactor, waterdepth
Some invoke handler optimizations