128,636 Commits over 4,140 Days - 1.29cph!
Added shaderwarmup console call; 3 minute wait to avoid hiccups (editor only)
Restored shader variant collection (for shaderwarmup)
bradley can now drop a package of 12 tech trash instead of HQM
Added female head lods to skinsets
Optimized survey charge particle collision settings + added particle collision lod
Rock, Survey charge, Water bottle, Water jug, Hammer - Updated to latest rig and arms, clean exports, anim changes, rebuilt prefabs
More item description updates and fixes
Added back in bone scaling
Combat log now includes an info text when something / someone is wounded or killed
No longer wait for all skins to finish downloading in the loading screen by default (skinwarmup convar)
Added particle collision lod to remaining explosions
Adjusted EAC auth to prevent timeouts
Pause EAC heartbeat when receiving data
Changed authtimeout default value to 60 seconds
Added playertimeout convar to adjust the "unresponsive" kick time
auto turret loses target when it goes out of range
Fixed ragdoll root not following ragdoll bounds; affected lod, fly swarm (RUST-1700)
Attempt at fixing RUST-1765
Torch, F1 Grenade, Supply signal - Updated to latest rig and arms, clean exports, rebuilt prefabs
Fixed NRE caused by visibility lists not empty when joining a server after demo play
fixed eyes on player preview
added smoke effects to bradley treads
Improved navmesh link usage (hopefully dodging the crash bug).
Navmesh links are now pooled prefabs.
Started work on ordered baking based on player whereabouts (navmesh where it's most relevant first).
More item description updates
Improved EAC authentication workflow
Reverted Auth_Steam to version from main (just to be safe)
More lods
Removed all unused meshes from playermodel fbx
Skin set changes
Set nav_grid to false by default
When loading the map from cache, prefabs spawn async to avoid stalling the client for a long time
Cleaned up asset FileSystem_Warmup by removing unused code
Eliminated some tiny GC allocs from nested coroutines
Cleanup & mouth texture optimisations
A couple more checks, just to be on the safe side.