111,822 Commits over 3,928 Days - 1.19cph!
player preview state anims
Chimney spiral strairs final mesh LODs and Colliders, Prefab
Military tunnel update
Refresh skinned mesh renderer bone cache when mesh changes (because of gender or race)
Minecart final mesh LODs and Colliders, Prefab
Military tunnel update
RUST-1146 - Fixed invisible helicopter gibs if destroyed outside of network range
Old Mine set, final meshes LODs and Colliders, ready to place prefabs
Misc & military tunnel update
NRE - ViewmodelAttachment.OnDisable (weapon with attachments into research table) RUST-1244 fixed
lr300 iron sights made accurate
Trainyard - fixed the holes in terrain sometimes happening near large basin
Collectable pickup sunds for mushrooms, stones, and stumps
Research table sounds
More sound tweaks & polish
lr300 spawn tables
lr300 balance
beds are actually pickupable again
fixed player twitching into sleep anim when he jumps in / out of the water
tweaked the materials for all of the weapon addons and the m249 (they look more metallic now)
Set sound modulator value to 1 when fetching new modulators from the pool
RUST-1250: Sound pooling fixes (hopefully.. can't reproduce in editor yet)
Disabled pool.players by default again (more testing)
Fixed distorted water reflections in rivers (RUST-1248)
Only wooden boxes and large wooden boxes are pooled, not all entities that inherit from StorageContainer
Eliminated hasEntityMenu computation from ClientInit (slow)
Disabled entity pooling on furnaces + campfires for now (VFX stuck)
Enabled entity and player pooling by default on 64bit systems
ItemIcon NRE fix (for real)
Added a missing script to the dungeon cam to render decals
Clear LOD group when clearing player mesh (should fix duplicate LOD group warning with player pooling enabled)
removed sticky gizmos from tunnels prefabs triggers
Military Tunnels scene work backup
Fixed onInventoryChanged event being called every time a shot is fired
Merge from player_pooling (disabled by default)
Moved models
Tunnels colliders, final prefabs, prefabs include terrain triggers for easy placement
Fixed onInventoryChanged event being called for every player
Replaced BasePlayer.LocalPlayer with LocalPlayer.Entity
Replaced GlobalMessages.onInventoryChanged.Call with LocalPlayer.OnInventoryChanged
Only initialize door animators if required when leaving the pool
Military tunnels final models LODs
Bits
Merge from cs
16176 damage control branch
Fixed overlap issues
Fixed revz god rays
Entity destruction priority fix
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tweaked the skinning on the viewmodel arms so they look more natural when the wrist twists
tweaked the lr300 reload animations
Fixed server duplicate key exception
bed pickup disabled/NRE Fixed
protocol++
can pick up sleeping bags and re place them
phrases