194,204 Commits over 4,079 Days - 1.98cph!
fixed endless bandage bug
GameSetup LoadMenu - skip loading menu screen (but load other needed UI)
Skip steam auth in editor
Don't show previous life/respawn screen on first spawn in editor
Added ServerPosition, ClientPosition properties (access transform.localPosition instead of transform.position)
EntityTransformNetworking is obsolete
Added Facepunch.Tick boilerplate
Entity type headers in inspector
PrefabId shown in inspector
PrefabId set in OnValidate - so it can never be unset
Run Preprocess on map entities (editor)
Projectiles send periodic position updates when gravity significantly changes their velocity
Network++
Major initial work on creating a nav agent-powered NonPlayableCharacter class.
Disabling occlusion culling on non-d3d11 platforms
Added dynamic occlusion culling system to third party
Updated renderer native plugin to latest
Removed aspect property
Updated metas to match rust project
Updated native libraries + added osx and linux
Added default compute shader reference in OcclusionCulling component
Changed folder organization again for portability
Tightened ndc occludee radius in compute
Added auto register option to occludee component
Promoted cpu test code to API; cleaned
Updated scene
Removed forced context flush on buffer readback
Just removing an obsolete file
Switched speed trap network message
Removed the old pre-vehicles debug car.
Fixed splat painting (RUST-1482)
Updated native libraries (updated MTU size, RUST-749)
Updated character source files.
Harbor_1 backup
dock grounds harbor_1 definitive meshes added
Fixed some issues with behaviour pooling
Prepping dockwall overhangs
Harbor_1 dressing polish
Loading bay LODs
Some cover tarp meshes for containers
Updated some old prefabs to current models
Cover props moved folder and now fully static
Changed MTU from 1430 to 1400 (compatibility)
Fixed BaseResource network caching that broke partially harvested mined ore node models (RUST-1479)
Resources, bleach bottle, duct tape, fuel jar, metal blade, metal pipe, road signs, rope, spring. Textures, materials, prefabs, collision and lods
Clearing initialSeatInfo when it should be. Added a note on OnPostDeserialize behaviour
fixed large planter deploy bugs and sizes