5,983 Commits over 4,413 Days - 0.06cph!
Added parenting trigger to procedural lifts
Scene2Prefab launch site
Fixed model preprocessing not running on standalone server (and elevator trigger bone attachment not working)
Merge from entity_parenting_elevators
Removed unused method from BaseEntity (accidentally added in 29904)
Particle effects that are spawned via the effect library switch their simulation space according to their parent
Entities can have child entities in their hierarchy
Fixed missing Profiler.EndSample in TeamUpdate
Added ocean_patrol_path_iterations convar
Added timer / editor loading screen text to ocean patrol path generation
Exposed NPC vending machines to SDK prefab list
Changed a bunch of shit on cargo ship style 2 from the world layer to the default layer
Fixed foot IK when crouching
Thrown explosives and weapons inherit parent velocity again (only rockets and bullets do not)
Fixed HAB falling out of the sky on server restart
Dropped items now inherit parent velocity
When parenting an entity with a rigidbody, automatically adjust its velocity to local space
DroppedItem and TimedExplosive are flagged as physics driven (better interpolation)
Hot air balloon parenting trigger ignores debris and ragdoll layers (for now, since the collider also ignores them)
Fixed serialization fuckups from the Unity upgrade / downgrade
Removed GA_AutoRun (update message spam)
Fixed packet flooding while reskinning using repair bench (RUST-195)
Fixed serialization fuckups from the Unity upgrade / downgrade
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Downgrading to Unity 2018.1.4f1
Fixed lerp of server objects shortly after spawn (SAM, dropped items, ...)
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Merge from asset_bundles_3
Removed bundle DoPrepare from SoundDefinition (applied at compile time)
Disabled crunch compression on nature assets again
Fixed player rotation never updating on server (2018.2 regression)
Players inherit network group again when spectating
Merge from unity_2018.2.11
BasePlayer.ForceUpdateTriggers tweaks (handle the rare case of multiple layered calls)
Fixed BasePlayer.ForceUpdateTriggers fuckups that could cause players to remain inside triggers indefinitely
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Always reset player parent when respawning
Added generic entity angular velocity getters
Projectiles inherit angular velocity from parent (fixes arrow trajectory when the cargo ship is turning)
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Fixed slightly lower initial frame distance on arrows fired with the bow