194,448 Commits over 4,079 Days - 1.99cph!
Fixed water vis trigger handling non player objects + potential timestamp collision
cherry picking from
16720
small holes in a sewer mesh closed
Fix for RUST-1326 / Hapis sewers/drains terrain trigger mess
military tunnels scene misc fixes
Fix for RUST-1283 / Fall through terrain at military tunnel
Netgraph can only be used by admins and developers (RUST-1327)
Vehicle seat work, minor charater work
InfluenceComponentSystem.SecondsPerSimTick increased to 30 from 10
Goal.Craft's DSE uses Craft Desire Weight as bonus
Restored old EntityManager tick flow, commented out coroutine setup for testing
fixed incorrect leaf texture assignment
Just moving vehicle files
Hide out of date servers for real
Merging for restructuring experiment.
finally got this merge working, new bushes and a human controller bug fix, and something with the yams and garlic IDK what
greatly increased wake up noise threshold in an attempt to stop fuckers from waking up all the time
Minor Senses.SimTick TimeManager.DateTime usage optimisation
Cleaned up some un-used members in FixedArray
UnitView backing field cache of Unit ref
EntityManager ticks EntityComponentSystems via a coroutine
updated the spawn amount of caves
adding cave_medium_easy layout and files
fruit bush update (not using biome mats atm)
Load / Save for truck def
Inventory WIP
Hiding some options from Menu UI because they're buggy because Unity reasons?
Grid now dynamically recalculates the needed number of cells of specified size to fit the world size
Beep - Small collision fix
Reworked entity setup and collision. Basic spawning Added terrain layer.
Fixed potential NRE in FootstepEffects
Fixed box collider of local player being enabled after respawn (forcing player in random directions)
fixed a couple of bugs in cave blocks
adjusted killing spikes rates for a total kill upon fall
water visibility trigger debug code
cave_small_hard layout and files
Merge from dangerous_optimizations
Warmup player animators when they switch to enabled (fixes animation state when players become visible)