108,612 Commits over 3,867 Days - 1.17cph!
Fixed corn not fuiting for very long
Corn dies properly after fruiting
BaseScriptableObject.ID is set/forced via OnValidate
Enforcing Spawnable Population settings properly
Corn/Pumpkin plants grow naturally
Nights are shorter
Fixed NRE when sending empty string
Bota Bag implementation WIP
SignalBroadcast Gestures
Added StagPoint SpacialDatabase class
Added SpacialDatabase unit test (which is failing right now)
FindAndReplace tool
DuplicateWithReferences tool
Fixed everything being broken
Sped up gamemanifest generation
Made Tools/Update/Prefabs redundant
Fixed server compile error
Fixed potential speedtree shader transmission bug; encountered when porting to Before, because unity
Fixed ConvarWater error in Hapis lake
Added entity.debug_lookat (toggles debug mode for the entity an admin is looking at)
Picked food condition set according to how ripe
Eaten food item effects scale to condition
Eaten Pumpkin gives seeds
Seed plant effect
Plant harvest effect
HeldEntities can demand a crosshair
Fixed not shadow culling MeshRenderers properly in SkinMultiMesh
Fixed server compile errors
RustEditor remembers tabs
Avoid rebuilding player models when nothing has actually changed (perf)
SkinnedMeshCollider can work with a regular MeshRenderer
Can define an attachment bone in wearable (for unskinned clothing items)
Added Transform.FindChildren (find immediate children by name)
Added all the splat types to TestLevel
Environment option in RustEditor
Added cullmode option to standard shader
Fixed hemp bush blocking bullets
Chicken sounds
Metal door sounds
Quarry sounds
Uncrunching - because Crunch texture compression apparently does the opposite of what it's meant to
deploy guides can be empty
Fixed incorrect subsurface refraction
Fixed glowy water at night; now properly lit using custom lighting model
Updated water level; tidying up scripts, more coming
Fixed normal texture mode
some more animations for the semi-auto pistol view model
Fixed ArrayIndexIsEnumDrawer not working with structs/classes
Oops @ left in debug output
Fixed floating building parts
Increased decay
Can place new Constructions in the editor without running manifest generation first
Fixed entity debugging flag not working as designed
Item defs don't have to be in Items/