33,364 Commits over 4,109 Days - 0.34cph!
animal footstep import settings
Balanced animal favour running in straight line
Improved performance of removing from Grid<>
Fixed player collision corruption on die / respawn cycle (RUST-1642)
Ai doesn't eat when it's got threats
Fixed AI quickly running back to previous spot when running fast
Ai bit more afraid of humans
Fixed Ai floating off ground slightly
Fixed torch light culling mask
Subtracting
20023 to try a different way
Fixed spikes when removing entity
Added BufferList to Rust.Global (list that exposes its backing array for fast iteration)
Optimized InvokeHandler and UpdateHandler by reducing their iteration overhead
ListHashSet and ListDictionary use BufferList and take an initial capacity in their constructor
Fixed metal chest plate (sometimes?) being invisible (RUST-1637)
Disabled ImageEffectTransformsToLDR on tonemapper until gamma bug is fixed
animals align to terrain height/slope
animals try and face attack target
fixed rare issue where a dead helicopter could enter a strafe
Spinner wheel sounds
Water lapping sound polish
Fixed RustBuilder not building all all platforms as debug build
Added OpenGL core to Windows (for asset bundles)
Fixed metal chest plate rig in prefab (RUST-1637)
Log game object name when encountering SkinnedMeshCollision without SkinnedMeshCollider (RUST-1645)
Resizing every speedtree without care or consideration
Animal attacks show hud damage indicator
Enabled packed 32bit HDR format on all tier levels, when available (bw++ on dx10+ hw)
Updated main camera effect assignments
Fixed scene view display when skybox is enabled
Changed InvokeHandler times from AoS to SoA (performance)
Fixed OSX / Linux / Win32 debug builds not uploading to Steam
skin approval + broken icons
Reapplied main camera effect connections
Disabled allow MSAA on main camera
Updated SSAO + fixed OnPostRender error
Reapplied packed hdr and tweaked tier settings
skin approval + icons
fixed missing hatchet
Cleanup in ssao
Small water reflection optimization (bw++, all platforms)
Build navmesh async, to try to avoid consuming all server cores (slower but friendlier)
External walls block ai
External gates block ai (unless open)
Ores block ai
Massively improved InvokeHandler hashing
Facepunch.System project automatically includes all its cs files (like the other plugins)
Moved InvokeHandler to plugins
Made InvokeHandler methods part of FacepunchBehaviour rather than extension methods
ListComponent now uses a ListHashSet instead of a List (better remove performance)
ListHashSet implements IEnumerable and has index getter / setter
ListDictionary implements IEnumerable
Removed this. from all invokes as they're no longer extension methods
JunkPile timeout check uses Unity's invoke because of its long repeat time and since it doesn't use CancelInvoke
junkpiles block AI movement
junkpiles actually sink all the way into the ground before disappearing