111,926 Commits over 3,928 Days - 1.19cph!
"Cannot mark assets and scenes in one AssetBundle"
Try to ignore some bullshit unity errors
Don't kick admins/devs for exceptions
SkinnedMeshCollider Benchmark
Init targetFrameRate when running benchmark
Fixed inconsistent bone scaling in the player preview, including the extreme boob sizes.
Fixed Benchmark nosteam error
Changed resolution dialog to hidden by default (but added -show-screen-selector to launch params so behaviour is consistent)
setup the bow / crossbow to show different arrow heads (depending on the ammo type equipped)
fixed slight glitch in the flamethrower deploy animation
files I forgot to include
Completely Redid the player animation system by splitting the animations into upper / lower
Cleaned up mecanim by reducing the number of active layers
adjustment for wood door heat protection
fix for flames dealing damage through walls
fix for flamethrower reloading while put away
fixed flamethrower not having hit notifications
lowered HDR value of flame particles (less blinding at night)
fix for flames damaging metal doors and stone (not ready folks)
Put benchmark maps in bundles
Decor components only apply scale adjustments to client entities since pos and rot are networked (RUST-771)
added bone info component with old values to playermodel
Use a tiny radius when doing the interaction point line of sight check (RUST-784)
Automated benchmark framework
BoneFollower also checks parents of parents when determining enabled state (RUST-794)
BoneFollower is also enabled if parents are animating (RUST-793)
Fixed deployment of boxes on shelves being annoying
pilot light always on
flamer loses condition
updated flamer desc
stone is once again affected by heat
compile fixes
flamethrower 3p sound fixes
fireball merge fixes
AmbienceEmitter doesn't fade in quite as fast when there's no sound currently playing
fix for ammo going below 0 for flamethrowers
fix for being able to fire before deploy is complete (flamer)
slightly more forgiving flame merge range
Removed LODGrid.Register
LOD grid verifies LOD distances against the max grid refresh distance
Tree and mesh qualities once again affect culling distance (RUST-787)
BoneFollower is disabled when following non-moving entities (only set position when updating parenting in that case)
Greatly reduced per-frame overhead caused by BoneFollower (especially around large buildings with tons of doors)
Eyebrows on all heads
Asian male variation
Fixed per-vertex depth computation for scattering on transparent surfaces; cause for black river sections up close
flamethrower implementation
building block balance
fireballs can merge