199,294 Commits over 4,140 Days - 2.01cph!
Init targetFrameRate when running benchmark
SkinnedMeshCollider Benchmark
Try to ignore some bullshit unity errors
Don't kick admins/devs for exceptions
DispenserEntityWrapper inherits DataParameters
"Cannot mark assets and scenes in one AssetBundle"
Ported most resource stuff to dispenser
Split UDM.FilterBehaviourTargets up into two methods for clarity
Fix for pure server not sending proper player state.
Player HUD and Player Death error fix
Properly handling decal shadows when shadows are disabled; closing in on RUST-795
added renders, finished high, working on low
Possible fix for subscriber bug?
Fixed prediction for PlayerButtonDown/PlayerButtonUp
Automated Linux Build #298
Automated Windows Build #298
Automated Linux DS Build #298
Slight change to how bundles are built (hoping for faster build times)
fixed the ak47 / smg / bolt_rifle attack animations so they better represent where the player is aiming
large and small planters - mats, textures (plowed soil), gibs etc
Updated race mission. Server broadcasts race end point, countdown
Force quality level when running benchmarks
Fixed grass/bushes not showing in procmap tests
Fixed BasePlayer.UpdateLookingAt performance issues in certain situations
EntitySettings component validation cleanup
ResourceSettings validation forces Dispenser component to be enabled
CraftItem Action has three modes/data source options, DesireCondition, Intention and ActionChainData
Fixed some deployables being placeable at extreme angles
Fixed regression on RUST-793
added app build scripts for prerelease branches
BasePlayer.ClientInit uses load balancing for mesh creation and prefab instantiation
Automated Windows Build #1
Intention plumbing in BehaviourChain