130,095 Commits over 4,140 Days - 1.31cph!
Added sqlite to native libraries
SQLite bindings + unit tests
Moving testtools to the editor folder
Renamed "Water Reflections" to "Water Quality" in tweaks UI
Fixed water2 on OSX/GL; also fixed border mesh disappearing on restart water
Added max bounds to water displacement [AMD freeze]
Added water1 fallback when Water Quality set to 0, water2 when 1 [AMD freeze]
3rd person animations for player shivering (when he's cold, or he just got dumped by his girlfriend)
rigged up the semi-auto pistol view model
idle animation done
Item Definition unit tests
Windmill files update - models, collision, LODs, Gibs, animation
animations for the semi_pistol viewmodel - deploy / dryfire / fire
Entities don't need to be in bundles folder
Changing input to Input.GetAxisRaw - not sure it makes a difference
Item defs don't have to be in Items/
Fixed entity debugging flag not working as designed
Can place new Constructions in the editor without running manifest generation first
Fixed floating building parts
Increased decay
Oops @ left in debug output
Fixed ArrayIndexIsEnumDrawer not working with structs/classes
some more animations for the semi-auto pistol view model
Fixed normal texture mode
Fixed incorrect subsurface refraction
Fixed glowy water at night; now properly lit using custom lighting model
Updated water level; tidying up scripts, more coming
deploy guides can be empty
Uncrunching - because Crunch texture compression apparently does the opposite of what it's meant to
Chicken sounds
Metal door sounds
Quarry sounds
Fixed hemp bush blocking bullets
Added cullmode option to standard shader
Environment option in RustEditor
Added all the splat types to TestLevel
Added Transform.FindChildren (find immediate children by name)
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)
RustEditor remembers tabs
Fixed not shadow culling MeshRenderers properly in SkinMultiMesh
Fixed server compile errors
Seed plant effect
Plant harvest effect
HeldEntities can demand a crosshair
Picked food condition set according to how ripe
Eaten food item effects scale to condition
Eaten Pumpkin gives seeds
Added entity.debug_lookat (toggles debug mode for the entity an admin is looking at)
Fixed potential speedtree shader transmission bug; encountered when porting to Before, because unity
Fixed ConvarWater error in Hapis lake
Sped up gamemanifest generation
Made Tools/Update/Prefabs redundant
Fixed server compile error