108,625 Commits over 3,867 Days - 1.17cph!
Tweaked weather transition speeds
Added wind intensity range to ambience
Fixed bootstrapping taking a very long time on OSX
Slightly changing how entity collision events are handled ( added ent:ReceiveCollisionMessages( bool ) )
Added placeholder rain sounds
Removed creepy ghost box that was following me around on CraggyIsland
Added rain drop camera overlay when looking straight up while it's raining
Added separate rain and snow getters to the climate class
3rd person animations for Howling like a wolf
Added water droplet shader (featuring refraction and dynamic lighting)
Added snow and rain particle effects
Make sure all sounds are controllable by volume controls
Fixed wolves dropping multiple skulls
Fixed furnaces and campfires sometimes pretending to be on after server restart
Fixed boltrifle ironsights
Disabling OctTree until we make/get an implementation that isn't slow as shit
Disabling OctTree until we make/get an implementation that isn't slow as shit
Fixed being able to parent server entities to client entities in the editor
Fixed timed explosive not attaching properly sometimes in the editor
Timed explosive only damages the block it's placed on and players/ai in the blast radius
Fixed items dissapearing when dropped onto wooden boxes
Crouched players move silently
Less + slower viewmodel bob for crouched players
Fixed footsteps playing after stopped moving
Burning wood creates less charcoal
Campfire furnace loot panel has on/off button
Item that is being burned in campfire/furnace shows a fire icon
Can't select fuel in miner hat/candle hat or water in bottles (was confusing)
Can drink from the water catcher loot panel
Can't drag and drop water from warter catcher
checking in the baseball riot helmet
DS console reports invalid commands properly
Codelock is default craft
Pump shotgun spawn is less rare
Gunpowder crafts 2x faster (kind of)
Fixed wrong description text on pumpkin
Restricted sleep command to admins
Increased grenade throw power
Fixed horse ragdoll not bleeding
Entity Octree implementation
Developer: F7/F8 draw debug info for near entities
Moved player persistence server data from persistence folder to UserPersistence.db
Fixed some item names showing as Translate+Phrase in warnings/errors
Player bone scale variation (based on steamid)
Inventory menu performance optimizations
Fixed some prefab errors
Fixed some normal maps that weren't marked as normal maps
grass treads down on lower shader level
Don't tread grass down into caves and stuff
Updated RustNative
Fixed serverlist sort order
More loading progress on bootstrap
Triangle foundations and triangle floors cost less
Triangle foundation and triangle floors have the building shell protection the same as their non triangle peers
Floors, doors, pillars, halfwall, doorway wall, window wall, foundation steps are cheaper
Doors, window bars, pillars, low wall have less max health (same protection values)