31,231 Commits over 3,959 Days - 0.33cph!
Fixed player model standing up after crouch throwing
Fixed player model sometimes sitting on the floor when changing hold types while in a transition
Fixed rare case where stuff would still spawn too close to constructions
Spawn handler does multiple retries per spawn wave if not enough spawn locations are found (RUST-1528)
python first pass implementation
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added aiming down the sights animations for bolt_rifle and ak47 holdtypes
removed meshes from some of the animation .fbx files
Adjusted junkpile terrain anchors so more than 2 find a place to spawn, which is a plus
Fixed ore scale not applying on the server
art / sounds / prefabs for python revolver
Fixed wounded/sleep anims
Fixed AnimatedBuildingBlock.PutAnimatorToSleep errors
Recalculated entity bounds on all junkpiles (RUST-1524)
Added RecalculateBounds context menu to entities
Implemented Network.Read.Seek
Added terrain anchors to junkpiles
Removed RealmedRemove from junkpiles (handled by IClientComponent / IServerComponent + Client Cull / Server Cull)
Updated layers on junkpiles (World is for static world objects, not entities)
Resource spawns check for constructions in radius
FoliageDisplacement is IClientComponent
SpawnGroup and BaseSpawnPoint are IServerComponent
Resource spawns check for players in a radius
Resource spawns can use terrain anchors, checks and filters
Fixed missing scripts in some prefabs
Merged updated player animation rig
Server side player rigidbody fix
Better prefab pool rigidbody handling (this isn't used by anything)
Better player rigidbody stripping (massively reduced client rigidbody count)
Semi-auto rifle optimisation
Flamethrower optimisation
Fixed connection queue exploit
Network++
Cannot place items or build over junkpiles
Fixed pickup menu difficulty
Soft shadows now allowed from GQ=2+