33,184 Commits over 4,109 Days - 0.34cph!
Fixed potential exception in ColliderBatch / RendererBatch
Right clicking item with loot open will move it to loot
Right clicking clothes/belt bar will move item to main inventory
Wood hammer - made throwable, updated vm anims, edited deploy audio to match new anim
Wood hammer - Throwing them was a bad idea, let's pretend that didn't happen.
Fixed queue jumping not jumping the queue
Water sim tweaks + small opt
▌▇▊▍▋▆▇▇█▊▇ ▅▅▅▄█▅▋▊ ▍▉▍▆▅▆ ▋█▋▊ ▍▅▄▉█▉█▇▇▇▇ ▄▆▆▋▊▇
Some pain relief for modders (you should still call UpdateSkin after SetGrade on building blocks)
Fixed being unable to repair external walls, metal embrasures and window bars
vm wood hammer - Made the deploy anim much longer with loads more spinning
Water2 parity with Before; minor changes
RCon think during loading
Added Rcon.web - setting to true enables websocket rcon
Fixed EnforceLimits deleting entities wrong
Console commands can reply with objects, which get serialized to json
Moved blood package to third party folder
Added GameManager.Destroy (verifies entity state and logs error if it's corrupted)
Replaced a shitton of GameObject.Destroy and Object.Destroy calls with GameManager overloads
Compile fix (CLIENT && !SERVER)
merge from hapis (includes some stuff picked up from dungeons earlier)
Undo Sky Dome.prefab change.
Made Hapis run prefab sky dome.
Random mat tweaks.
Slightly increased SSAO radius, so that it doesn't black all over our grass as much.
Made some placeholder crapsset store cars not be all toy-sized.
Old hapis on main again, for now.
Test: Set isDestroyed at the end of the entity deletion
Test: Don't check isSpawned when verifying the entity state while loading a save
Compile fix (CLIENT && !SERVER)
Entities that haven't called spawn yet are valid as well (makes more sense for some existing code)
Fix for RUST-631 (Armored foundation steps gives adjacent foundation transparent side(s))
Fix for RUST-600 (Cannot change GameObject hierarchy while activating or deactivating the parent)
Removed stability warmup queue on server start since at this point it should be in stored in all savegames
Fixed cargo plane's propellers not fading into fog (#634)
Load balancer takes more time when queue backlog increases
rigged / animated / added sounds for the reactive_target
tweaked some flamethrower viewmodel anims
kill console command kills immediately without going wounded first (it's just annoying)
Fixed potential pooling NRE when leaving play mode in the editor
Fixed active item not dropping when killed without entering the wounded state first
Updated AO to latest and switched to deferred AO injection to play nice with PBR and go easier on the grass
impact sparks are HDR
added bullseye to reactive target
bullseye shots do 2x damage and have a special effect