127,288 Commits over 4,109 Days - 1.29cph!
Footwear specific footsteps
Fixed spawn/spawnitem not working
Some invoke handler optimizations
Cache waterfactor, waterdepth
use Entity.WaterDepth for ai queries
animals have proper corpse contents
added deer meat
Instancing all materials part 2
Updated render queue field and added instanced field to rust/std shader gui
Increasing navmesh bounds
Chicken doesn't use horse footsteps
Cleaned footsteps
Reduced animal mesh compression
Attack damage is a variable on the npc
Ai senses - memory filter (should fix ai not seeing players)
Ai should sense corpses too
Launch_site terrain setup
Backup/progress core
Rocket factory/interior progress
Fixed dark censorship (RUST-1625)
searchlight beam cherry pick
Fixed game object creation error in editor when stopping game
Added UpdateHandler and UpdateBehaviour (offer DeltaUpdate that can efficiently sleep for x seconds)
Optimized LightEx using DeltaUpdate (update rate now decreases smoothly with distance from camera)
Fix animal footstep sounds
Add new bear footsteps from a while back
merge from main/footsteps2
animal footstep import settings
Balanced animal favour running in straight line
Improved performance of removing from Grid<>
Fixed player collision corruption on die / respawn cycle (RUST-1642)
Ai doesn't eat when it's got threats
Fixed AI quickly running back to previous spot when running fast
Ai bit more afraid of humans
Fixed Ai floating off ground slightly
Fixed torch light culling mask
Subtracting
20023 to try a different way
Fixed spikes when removing entity
Added BufferList to Rust.Global (list that exposes its backing array for fast iteration)
Optimized InvokeHandler and UpdateHandler by reducing their iteration overhead
ListHashSet and ListDictionary use BufferList and take an initial capacity in their constructor