31,281 Commits over 3,959 Days - 0.33cph!
Ensure headRotation is set on the server (fixes team invite issues)
Fixed crunch compression not doing anything on ores
Enabled crunch compression on more nature textures (icesheets, ores and overgrowth)
Network player rotation in local space (eyes.bodyRotation instead of eyes.rotation)
Network++
Tweaked Scientist grenade throwing.
Some more Scientist adjustments at Military Tunnels.
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Enabled crunch compression on tree textures (except billboards)
Hapis military tunnel tweaks
No longer able build directly in front of Hapis caves
Added motion vectors to LOD3 hazmat/scientist suits; fix for distant blurry scientists on cargoship
Forcing important cargoship lights to be always enabled
Tweaks to Scientists at Military Tunnel.
Removed unused DeferredMeshDecal scripts from cargoship light fixtures
Added LightGroupAtTime to cargoship v2 lighting root
Added ability to toggle volumetric beams to LightGroupAtTime
Changed cargoship light fixture decal materials to non-decal
Tweaks to Turret NPC settings.
Fixed impostor rooms not displaying on cargoship. Used LODGroup instead of meshcull it was using prior.
More work on NPC spawns on Cargo Ship.
Tweaks to some Scientist settings.
Tweaked NPC spawns on Cargo Ship.
Fixed dynamic lod handling in AmbientLightLOD
ship loot crates align properly
ship cargo containers no longer cull
ship has smaller map marker, less buggy rotations
Fixed fireballs not doing any damage on the boat
Fixed arrow velocity on the cargo ship
Sleepers with parent update their model position every frame
NPC Turret now works with Cargo Ship.
NPCs spawn on Cargo Ship by default.
More NPC spawns on the Cargo Ship.
Don't parent player model for NPCs and other players (same behaviour as the local player)
NRE check in BasePath.
PlayerModel applies rotation in world space.
Improved behavior for NPCs on the custom A* pathfinder when they lose sight of player.
Tweaks to position setting for NPCs when they are parented / on Cargo Ship.
Projectiles don't inherit parent velocity if hitscan
Improved client entity velocity estimate
Fix for RUST-205 - Players forced to jump to walk through middle cargo containers
Optimized dynamic occludee bounds refresh; switched to sequential split-freq model
Fixed motion blur and culling-related popping issues on cargo ship
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potential fix for all player types animating with a parent
BaseEntity velocity getters return the correct velocity for the local player
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M39, lods world model and view model and textures
Fixed bundle assignments on some cargo ship materials
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Sickle meshes and textures