33,904 Commits over 4,171 Days - 0.34cph!
Updated sleeping anim to previous raised version
Fixed standalone compile error
Added extra collider mesh for metal facemask
Updated procmap benchmark scene to latest world generation
fixed sentry not targeting some items in peacekeeper mode
improved the walk/jog animations to look more natural
fixed a bunch of animations that were missing events (footsteps / jumping / wounded/ etc)
human meat is salty
charcoal stacks to 1000
added fishtrap and fish
reactive target is cheaper and resets on its own after 6 seconds
merge from main/mix-polish
Fixed NoShadows benchmark
Fixed speedup when moving diagonally
Fixed metal facemasks not always protecting against headshots (RUST-849)
Disabled HitInfo.MultiHit by default (faster hit sorting, not required with projectile penetration on players disabled)
Disabled dynamic non-uniform scaling on cliff meshes (physics system regression made this very slow)
Network++ (dev servers might warn when loading a save, but no forced wipe)
Fishtrap models, LODs, COL, Gibs and textures
Icon update, prefab update
Updated the fishtrap size (-25%)
Fix rain surface ambience not playing
pivot orientation was reset on fishtrap gibs
fixed looking into fishtrap resetting timer
fishtrap traps faster
added footstep sounds to all the sprint animations
fixed bug with players popping from stand up --> sleeping pose as soon as you walked close to them (the animator was disabled)
fixed sleeping orientation so it aligns with terrain better
tweak the playback speed for some animations
fixed the player_model to use the proper animation controller
Fixed viewmodels spazzing out for one frame when deployed
Pause load balancer while a ton of network packets have to be processed (perf + RUST-836)
Added rust/stdwire shader to replace custom/wire; powerline cables now cast shadows
Removed deprecated conditional defines
Quick cloud fix for outdated AMD firepro drivers on glcore/windows
Matched bone scaling to what it was pre-patch
Water well deployable files (models, LODs, COLs, Animation)
Water desalinator deployable files (models, LODs, COLs,Gibs)
Missing gibs for the water well - prefab update
loot through walls/flame spawn fix
Fixed plant entity leak when their happiness was stuck around 0 (could be caused by genetics or environmental conditions)
Fixed plants skipping their dying skin when exceeding their max number of seasons
Plant skins use prefab pooling
Plants can specify whether or not to switch to the dying state when harvested for the last time
ResourceRef refreshes when no GUID has been saved before (i.e. when changing GameObject to GameObjectRef in code)
Plant server convars actually do what they claim to do
Fixed plant planting and harvesting particle effect rotations
Added hemp seeds and hemp farming
Network++
Merge from decay_reboot
Network++