111,432 Commits over 3,928 Days - 1.18cph!
Fixed arrow velocity on the cargo ship
[D11] merge back latest version of D11AssetFindler.cs, and enable crunch on all textures
[D11][UI][WIP] Water Catcher menu
[D11] merge
28912 from milestone branch (temporary pool size reduction to increase available memory)
[D11] Remove UNET and MINIUDP support, simplify defines a bit.
Sleepers with parent update their model position every frame
[D11] merge back
28877 (sets default quality mode to "good", removes some potato only resource usage)
[D11] merge
28888 and
28832 back from milestone branch (ortho basis fix and neo garlic size fix)
[D11] Attempted fix for network logging dependency carnage.
[D11] merge
28785 back from milestone branch (worldcache fixes for AOT compatibility)
NPC Turret now works with Cargo Ship.
NPCs spawn on Cargo Ship by default.
More NPC spawns on the Cargo Ship.
[D11] Start of copying symbol files
Slightly less crap walking controls
[D11] Wrapped input code in define to avoid generated code
[D11] Update Main Menu prefab
[D11] Main Menu buttons now animation position on transition state change
[D11] Network logging verbosity level set to sensible default on client, and supports command-line override too.
Actual fix for outline setup
Fix for unsafe LOD prefab creation. This means we'll need to fix the rig cache or something to allow skinned meshes to be streamed.
Fix for hooking up outline objects for streaming LODs
Fix for GameManifest-generate's client/server check
[D11] Network logging improvements for the server. Introduced command-line managed verbosity levels.
Don't parent player model for NPCs and other players (same behaviour as the local player)
[D11] Main Menu selection cursor now has an anchor point to accommodate resolution changes
NRE check in BasePath.
PlayerModel applies rotation in world space.
Improved behavior for NPCs on the custom A* pathfinder when they lose sight of player.
Tweaks to position setting for NPCs when they are parented / on Cargo Ship.
Projectiles don't inherit parent velocity if hitscan
Improved client entity velocity estimate
Fix for RUST-205 - Players forced to jump to walk through middle cargo containers
Optimized dynamic occludee bounds refresh; switched to sequential split-freq model
Fixed motion blur and culling-related popping issues on cargo ship
[D11] Re-enable notifications after solving zip files
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potential fix for all player types animating with a parent
BaseEntity velocity getters return the correct velocity for the local player
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[D11] Turn off notifications while I work out some kinks
fix for broken CopyComponent
[D11] Remove zip if already exists
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[D11] Remove the zip after copying