33,226 Commits over 4,109 Days - 0.34cph!
tweak the playback speed for some animations
fixed the player_model to use the proper animation controller
Fixed viewmodels spazzing out for one frame when deployed
Pause load balancer while a ton of network packets have to be processed (perf + RUST-836)
Added rust/stdwire shader to replace custom/wire; powerline cables now cast shadows
Removed deprecated conditional defines
Quick cloud fix for outdated AMD firepro drivers on glcore/windows
Matched bone scaling to what it was pre-patch
Water well deployable files (models, LODs, COLs, Animation)
Water desalinator deployable files (models, LODs, COLs,Gibs)
Missing gibs for the water well - prefab update
loot through walls/flame spawn fix
Fixed plant entity leak when their happiness was stuck around 0 (could be caused by genetics or environmental conditions)
Fixed plants skipping their dying skin when exceeding their max number of seasons
Plant skins use prefab pooling
Plants can specify whether or not to switch to the dying state when harvested for the last time
ResourceRef refreshes when no GUID has been saved before (i.e. when changing GameObject to GameObjectRef in code)
Plant server convars actually do what they claim to do
Fixed plant planting and harvesting particle effect rotations
Added hemp seeds and hemp farming
Network++
Merge from decay_reboot
Network++
Fixed plant skins missing from asset bundles
Wild corn & pumpkins always spawn next to rivers
Reduced driftwood density
Dialed back hemp tint randomization
ValidBounds rejects positions that are NaN or infinity (RUST-864, maybe)
Tightened valid cupboard deployment angle
Lanterns can be placed on top of other deployables again (RUST-823)
Fixed world models / ragdolls ignoring cave triggers
Fixed server projectiles (i.e. rockets) ignoring cave triggers
Vis.Colliders handles terrain triggers
Fixed turret LOS check ignoring cave triggers
Added prevent movement physics layer (similar to prevent building, just for movement)
instahit fix
can no longer codelock fish traps ( wow )
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Prevent movement layer is included in AntiHack checks
AntiHack keeps track of kicks and bans
Adjusted default AntiHack parameters
Merging quasi-log reverse depth solution to ameliorate z-fighting across the board; toggable using graphics.revz (off by default)
AntiHack has instahit convar
optimized and improved the look of the all of the player movement animations
fixed the player_model prefab so it uses the new anim controller
instahit check improvements
silencer lasts more than twice as long
silencer reduces damage by 25% instead of 30%
Deleting the old player Animations folders/files
checking in the previous RustPlayerSkeleton.asset
changed the default Editor Inventory Loadout back to the previous one