33,191 Commits over 4,109 Days - 0.34cph!
merge into main
protocol++
plant entity profile samples
Fixed that some small static rocks were never culling
Fixed lootpanel missing references
Fixed the complete mess of our loot prefabs, added proper culling for everything
Network++
Fixed stone hatchet invisible in workshop
Item store auto pricing (based on age)
Soft shadows now allowed from GQ=2+
Fixed pickup menu difficulty
Cannot place items or build over junkpiles
Fixed connection queue exploit
Network++
Flamethrower optimisation
Semi-auto rifle optimisation
Better player rigidbody stripping (massively reduced client rigidbody count)
Better prefab pool rigidbody handling (this isn't used by anything)
Server side player rigidbody fix
Merged updated player animation rig
Fixed missing scripts in some prefabs
Resource spawns check for players in a radius
Resource spawns can use terrain anchors, checks and filters
SpawnGroup and BaseSpawnPoint are IServerComponent
FoliageDisplacement is IClientComponent
Resource spawns check for constructions in radius
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)
Implemented Network.Read.Seek
Added RecalculateBounds context menu to entities
Recalculated entity bounds on all junkpiles (RUST-1524)
Fixed AnimatedBuildingBlock.PutAnimatorToSleep errors
Fixed wounded/sleep anims
art / sounds / prefabs for python revolver
Fixed ore scale not applying on the server
Adjusted junkpile terrain anchors so more than 2 find a place to spawn, which is a plus
added aiming down the sights animations for bolt_rifle and ak47 holdtypes
removed meshes from some of the animation .fbx files