110,878 Commits over 3,897 Days - 1.19cph!
grass treads down on lower shader level
Don't tread grass down into caves and stuff
Updated RustNative
Fixed serverlist sort order
More loading progress on bootstrap
Triangle foundations and triangle floors cost less
Triangle foundation and triangle floors have the building shell protection the same as their non triangle peers
Floors, doors, pillars, halfwall, doorway wall, window wall, foundation steps are cheaper
Doors, window bars, pillars, low wall have less max health (same protection values)
Fixed miner hat/candle hat light offset
Tweaked night god ray color gradient
Made god ray intensity high enough for them to actually be visible
Warn if Spawnable has no Population
Fixed some entities not bundling properly (like the bota bag)
finished the semi-auto pistol viewmodel and the worldmodel prefab.
added sounds and special fx.
Fixed foundation placement weirdness
Menu music has volume control
Spear hold positions
Fixed C4 directional damage bug
Updating phrases
Making botabag a default blueprint
Network++
Making pumpkins so you can't get stuck in them
Added LodBias and DOF options to tweaks menu
Spectators can use F3 (for battle royale mod)
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