127,304 Commits over 4,109 Days - 1.29cph!
Removed LODGrid.Register
LOD grid verifies LOD distances against the max grid refresh distance
Tree and mesh qualities once again affect culling distance (RUST-787)
slightly more forgiving flame merge range
fix for ammo going below 0 for flamethrowers
fix for being able to fire before deploy is complete (flamer)
AmbienceEmitter doesn't fade in quite as fast when there's no sound currently playing
compile fixes
flamethrower 3p sound fixes
fireball merge fixes
pilot light always on
flamer loses condition
updated flamer desc
stone is once again affected by heat
Fixed deployment of boxes on shelves being annoying
BoneFollower also checks parents of parents when determining enabled state (RUST-794)
BoneFollower is also enabled if parents are animating (RUST-793)
Automated benchmark framework
Use a tiny radius when doing the interaction point line of sight check (RUST-784)
added bone info component with old values to playermodel
Decor components only apply scale adjustments to client entities since pos and rot are networked (RUST-771)
Put benchmark maps in bundles
fix for flames damaging metal doors and stone (not ready folks)
fixed flamethrower not having hit notifications
lowered HDR value of flame particles (less blinding at night)
fix for flames dealing damage through walls
fix for flamethrower reloading while put away
adjustment for wood door heat protection
Completely Redid the player animation system by splitting the animations into upper / lower
Cleaned up mecanim by reducing the number of active layers
files I forgot to include
setup the bow / crossbow to show different arrow heads (depending on the ammo type equipped)
fixed slight glitch in the flamethrower deploy animation
Changed resolution dialog to hidden by default (but added -show-screen-selector to launch params so behaviour is consistent)
Fixed Benchmark nosteam error
Fixed inconsistent bone scaling in the player preview, including the extreme boob sizes.
Init targetFrameRate when running benchmark
SkinnedMeshCollider Benchmark
Try to ignore some bullshit unity errors
Don't kick admins/devs for exceptions
"Cannot mark assets and scenes in one AssetBundle"
Properly handling decal shadows when shadows are disabled; closing in on RUST-795
Slight change to how bundles are built (hoping for faster build times)
fixed the ak47 / smg / bolt_rifle attack animations so they better represent where the player is aiming
large and small planters - mats, textures (plowed soil), gibs etc
Force quality level when running benchmarks
Fixed grass/bushes not showing in procmap tests
Fixed BasePlayer.UpdateLookingAt performance issues in certain situations
Fixed some deployables being placeable at extreme angles