33,182 Commits over 4,109 Days - 0.34cph!
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
Fixed everything being broken
FindAndReplace tool
DuplicateWithReferences tool
Added StagPoint SpacialDatabase class
Added SpacialDatabase unit test (which is failing right now)
Fixed NRE when sending empty string
Bota Bag implementation WIP
SignalBroadcast Gestures
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
Added LodBias and DOF options to tweaks menu
Spectators can use F3 (for battle royale mod)
Making pumpkins so you can't get stuck in them
Updating phrases
Making botabag a default blueprint
Network++
Menu music has volume control
Spear hold positions
Fixed C4 directional damage bug
Fixed foundation placement weirdness
finished the semi-auto pistol viewmodel and the worldmodel prefab.
added sounds and special fx.
Fixed some entities not bundling properly (like the bota bag)
Warn if Spawnable has no Population
Made god ray intensity high enough for them to actually be visible
Tweaked night god ray color gradient
Fixed miner hat/candle hat light offset
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 serverlist sort order
More loading progress on bootstrap
grass treads down on lower shader level
Don't tread grass down into caves and stuff
Updated RustNative
Inventory menu performance optimizations
Fixed some prefab errors
Fixed some normal maps that weren't marked as normal maps
Player bone scale variation (based on steamid)