10,522 Commits over 4,201 Days - 0.10cph!
Updated Facepunch.System memory pool to latest version
Fixed skins occasionally not displaying correctly (RUST-17)
Attempt to make action caching suck less
Added ladder trigger prefab for Rust.World
Give up when no valid ocean patrol path has been found after
100000 iterations (instead of stalling the server forever)
Removed Y axis camera movement smoothing (test)
Cherry picking
28408 (Network++ & Save++)
Added camera movement inbetween physics frames (test)
Re-added Y axis camera movement smoothing
Some tweaks for camera movement inbetween physics frames
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Fixed legacy skins occasionally not displaying correctly (RUST-17)
Added "Max Tree Meshes" slider to graphics options
Cherry picking
28293 &
28294
Also fixed missing billboard on oak_e_trundra
Fixed missing billboard on oak_e_trundra (missing files)
ai.move is false by default in the editor
Fixed blueprint icon sometimes being incorrect in loot UI
Fixed missing billboard on oak_e
Disabled graphics jobs on staging for side by side comparison with release
Fixed uneven camera movement due to Unity's rigidbody interpolation
Reapplying changes from unity_2018.2.0 branch
Merge from unity_2018.2.7
Subtracting
28525 (LightmapSettingsManager::CheckSettingsConsistency crash)
Fixed loot progress icon staying visible after exiting and re-entering container (RUST-191)
Player movement supports parenting
Network lerp supports parenting
Added parenting trigger
Added hovering test platform entity
Added rotation to test platform entity
Fixed player controls being wrong when parent rotates
Test platform entity aligns to terrain normal
Player controller inherits Y axis movement from parent
Don't kill player with parent, unparent and drop into the world instead
Fixed anti hack issues when parented
Position in player ticks is now local space
Added parent ID to player ticks, ignore positions from outdated parents
Updated output path in protobuf generate scripts
Player rotation correctly follows parent on both client and server
Fixed ForcePositionTo issues (needs to be in world space)
Fixed light stutter in entity rotation due to Quaternion == comparison in SetNetworkRotation
Fixed slight camera jump when parenting / unparenting with parent that is rotated on the X / Z axis