111,295 Commits over 3,928 Days - 1.18cph!
Fixed player model standing up after crouch throwing
Fixed player model sometimes sitting on the floor when changing hold types while in a transition
Fixed rare case where stuff would still spawn too close to constructions
Spawn handler does multiple retries per spawn wave if not enough spawn locations are found (RUST-1528)
python first pass implementation
manifest et al
debug removal
plants progressively grow over time instead of snapping to new stages
plants always have a small seedling visible when placing
plant cloning baseline
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added aiming down the sights animations for bolt_rifle and ak47 holdtypes
removed meshes from some of the animation .fbx files
Adjusted junkpile terrain anchors so more than 2 find a place to spawn, which is a plus
Fixed ore scale not applying on the server
art / sounds / prefabs for python revolver
Fixed wounded/sleep anims
Run preprocess on "map entities"
Fixed no player corpse
Replaced placeholder trucks and electrical boxes
Scene2Prefab
Electrical Box pivot change
Fixed AnimatedBuildingBlock.PutAnimatorToSleep errors
Recalculated entity bounds on all junkpiles (RUST-1524)
Added RecalculateBounds context menu to entities
Implemented Network.Read.Seek
Added terrain anchors to junkpiles
Removed RealmedRemove from junkpiles (handled by IClientComponent / IServerComponent + Client Cull / Server Cull)
Updated layers on junkpiles (World is for static world objects, not entities)
Resource spawns check for constructions in radius
FoliageDisplacement is IClientComponent
SpawnGroup and BaseSpawnPoint are IServerComponent
Resource spawns check for players in a radius
Resource spawns can use terrain anchors, checks and filters