5,912 Commits over 3,867 Days - 0.06cph!
Don't parent player model for NPCs and other players (same behaviour as the local player)
Projectiles don't inherit parent velocity if hitscan
Improved client entity velocity estimate
BaseEntity velocity getters return the correct velocity for the local player
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Fixed bundle assignments on some cargo ship materials
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Removed cargo ship from iceberg folder
Fixed timed explosive sticking when parented
Cargo ship parenting trigger interacts with physics projectile layer as well
Physics projectiles interact with trigger layer (for parenting trigger)
Don't unparent sleepers from cargo ship
Renamed "Physics Prop" layer to "Physics Projectile" since that seems to be what it actually is (for now)
Added "Vehicle Large" layer and set up collision matrix / layer masks
Moved everything on the occluder layer to the invisible layer (occluder layer is no longer in use or functional)
Fixed icon rendering on entities with isDynamic set
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Merge from entity_parenting
Merge from entity_parenting
Updated output path in protobuf generate scripts
Fixed loot progress icon staying visible after exiting and re-entering container (RUST-191)
Subtracting
28525 (LightmapSettingsManager::CheckSettingsConsistency crash)
Merge from unity_2018.2.7
Fixed uneven camera movement due to Unity's rigidbody interpolation
Disabled graphics jobs on staging for side by side comparison with release
Fixed missing billboard on oak_e
Fixed blueprint icon sometimes being incorrect in loot UI
ai.move is false by default in the editor
Fixed missing billboard on oak_e_trundra (missing files)
Cherry picking
28293 &
28294
Also fixed missing billboard on oak_e_trundra
Added "Max Tree Meshes" slider to graphics options
Fixed legacy skins occasionally not displaying correctly (RUST-17)
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Re-added Y axis camera movement smoothing
Some tweaks for camera movement inbetween physics frames
Added camera movement inbetween physics frames (test)
Cherry picking
28408 (Network++ & Save++)
Removed Y axis camera movement smoothing (test)
Give up when no valid ocean patrol path has been found after
100000 iterations (instead of stalling the server forever)
Added ladder trigger prefab for Rust.World
Attempt to make action caching suck less