33,303 Commits over 4,109 Days - 0.34cph!
Added skip button to skin download stage of the loading screen for when Steam is having trouble or the download gets stuck
Reverting accidentally commited ProjectSettings
Scene2Prefab for loading screen
Merge from async_texture_loading
Updated native plugins (Win + OSX, Linux to follow)
Updated Linux native plugins
Added updatebatchspawn convar (used instead of updatebatch when spawning, improves receiving data performance)
Updated native plugins (Win + OSX)
Updated native plugins (Linux)
Skin texture load memory management fix
Updated native plugin (Linux)
Fixed bright code-lock open/closed lights when non-lit; switched transparent materials to opaque (needed shadow)
Merged in terrain texturing edit-mode verbosity mitigation
Optimized EntityRealm.FindInGroup (saves around 30ms per network group leave)
Eliminated GC from client side entity group switching
Lots of little mix tweaks and sound polish
Recreate empty client network group provider when leaving / reconnecting server
Fixed Rust.Data error when building plugins somewhere other than Windows
Tier 3 workbench: fbx/prefab/lods/gibs/textures/etc
Lowered maxtickspersecond default value to 300 (from 1000)
Increased maxpacketspersecond default value to 1500 (from 1000)
More details in combat log when rejecting attacks for various reasons
Network++
Updated native plugins for Linux (built with older version for backwards compatibility)
fix for 3rd person weapon animations not playing
3rd person player anim tweaks
3rd person player anim tweaks
Fixed bow sometimes spamming RPCs to server
Cherry picking shader changes from /main/hair
Fixed boostrap not updating the loading screen text
Debris / ragdolls and shit no longer prevent you from picking up / interacting with objects behind them
Dropped items despawn about two times slower
Seeds are considered "common" instead of "rare" and despawn faster when dropped
Corpse despawn time scales with the rarity of the contained items
3rd person player anim tweaks
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Steeper curve to scale item despawn time based on item rarity (i.e. rare items despawn even slower)
Reduced rarity of burnt meat from "Uncommon" to "Common" (despawns faster when dropped)
Dropped items displace grass around them
Washed lube off dropped items
Stripped rigidbodies from a gazillion worldmodel prefabs, storing mass on world model component
Fixed occlusion culling on roof parts
Fixed burlap sack world models spazzing out
Fixed slight grass displacement choppiness when moving
Fixed dropped items not displacing grass when rotating (changed displacement mask to projection)
Optimized grass displacement by separating moving and static meshes
Fixed wood world model collider rotation being off compared to visuals
Can hold down LMB to continously hit with hammer
Forgot a prefab in changeset
21249
ores have a smash effect when changing stages