194,665 Commits over 4,079 Days - 1.99cph!
camera changes, road mat changes
Removing old player input stuff that's no longer used
optimized LOD worldmodels for all of the weapons (improves FPS bigly)
Merging in vehicle changes
Remove redundant meta files
water-vis-trigger: fixed fresh/salt water no longer drinkable (RUST-1357)
water-vis-trigger: removed redundant endsample
Vehicles now have three possible states - disable a lot of stuff when not being used.
Driveable vehicle materials updated to match static vehicle mats
updated models, textures, scene, camera, lighting
Server side, locally controlled entities now broadcast updates correctly
FreeCamera + PlatesManager
Let's not spawn everything twice.
Unit collection radius back to the good old fashioned way.
AI tweaks to make fleeing happen when it should
Bit of NetworkEntity refactor
new and improved muzzleflashes for all the guns.
Re-enabled collections for Herd type groups (Deer)
Senses no longer ignores entities that are flagged as non-interactable
Disabled collections on group component, check if enabled/updated usage in Senses.TryCreateCollection
Waiting for thrown weapons should now work properly
Added behaviour designer. Started basic locomotion steering AI nodes.
Scene2Prefab (monuments and dungeons are now using flat hierarchies for performance)
Network++
Save++
Scene2Prefab hierarchy flattening does not remove empty child objects of entities
Fixed generated doors twice on client.
PreDestroy renamed to OnDestroy in BaseEntity, EntityView uses built in Unity member
more convos added to anims
Refactored a bunch of Managers to support a cleaner game restart, which now works (pending nasty hidden bugs that have yet to appear)
Added VisualFXManager
tidied up previous fix a little
Fixed player created goal plans not actually being flagged as such