200,015 Commits over 4,140 Days - 2.01cph!
Fixed UI.Ingame.Hud layer sort order
Added UI.Ingame.Hud.Menu
Removed AIDesignerData asset, now all AI module node graph data is stored on the module itself
Removing UnityEditor directive in AIModuleSettings
Hide rcon password on command line properly
Fixed warning stating motion vectors require depth camera mode
Facepunch.Steamworks tests
Fixed black graphic distortion in dungeon tunnels (RUST-1147)
Log Print
Retry properly
EAC Hash
More alu reductions in rust/std fragment shader internal code
Simplified rust/std fragment handling of vertex and pixel world normals
Touched all rust/std changes to force apply changes
uv updates on interior stuff
Same alu reductions to ocean and river shaders
Fixed patrol helicopter guns not using GetEntity to retrieve entity from RaycastHit (required for batched colliders)
Added / modified some selectors and conditions to ensure units equip weapons before going to attack.
no sprinting while reloading the crossbow
neck is no longer consistered for headshots derp
no more empty heli loot crates RUST-1149
Part 1 of manual cherrypick
* Fixed physics mesh for models\props_phx\gears\bevel90_24.mdl
Units now drop items in order to equip weapons
Automated Windows Build #385
Automated Linux DS Build #385
players standing up when sleeping (until you approach them) should be fixed 100%
fixed bug with player holding a weapon up to throw and switching to another throwable weapon ( and being stuck in the pre-throw pose )
pre unity cinematics plug
Broke a lot of shit for Diogo <3
Speedtree spring cleaning.