127,419 Commits over 4,109 Days - 1.29cph!
Ai: don't try to eat alive stuff
Ai: fixed not fleeing
Fixed issues with batched LODs getting randomly stuck
CodeGen (client compile fix)
correct settings for world model fbxs
BaseEntity.Query (boilerplate for octree entity lookup)
Ai fears player a bit more
Ai stops attacking and flees if tired
Pipe variants, prefabs, LOD/COL
Bunker room prefab update
Convars to toggle batching threading
Fixed billboard shadows
Fixed ST/foliage deferred transmission
Fixed race condition in mesh batch threading
Added convars to toggle "immediate invalidate" feature on batching systems
fixed flamethrower going through shopfront
shopfront has same health/protection as sheet metal wall
small delay with process indicator when both parties have accepted (less jarring)
shopfront can't be stacked on itself
turrets no longer consider dead players hostile after they respawn and run back
fixed being unable to rightclick-move objects into customer side of shop front
no longer show crosshair when aiming at a "Not Player Usable" collider of an entity
water bottle, bota bag, buckets no longer considered 'hostile' to peacekeeper turrets
reduced size of vending machine icon to prevent text clipping
lower right vending machine text displays number of items per sell order
vending machine has higher health
Add ability to schedule sounds for future playback to SoundManager
Physics sound playback improved
Vedning machine plays purchased item's physics impact sounds
Vis double checks collider enabled state
Batching cleanup and fixes
Fixed npc culling NRE after leaving server
Enabled back culling and variable visupdate rate
Chair models/LODs/COL/Gibs/Textures
Prefabs/skinnable setup
ItemScreenshot scene update
Recalculated Jack O Lantern entity bounds (RUST-1571)
Added Spatial.Grid for use in Entity.Query
Added editor-only destroy hack (destroys a bunch of entities around you for testing purposes)
Fixed batching issue with entities that are both pooled and skinned
Ai can hear gunshots - which wake them up, and they avoid moving towards them