193,567 Commits over 4,079 Days - 1.98cph!
Fixed AIDebugger.GetPreviousBestModule causing crash when activeSimTick is 0
Entity log window title content fix
Merge from snow_biome_revamp
Quickfix attempt for BoneFollower removal in WeaponOffsetEditor.
Savas splat texture metas.
Fixed compile error in PlayerModel (forgot a little bit wrt BoneFollower removal).
update unit panel UI stuff
Rust merge selection (23039,
23040, 23056). Cherry picked changesets up to
23078.
Re-baked custom map water textures
Water map bake encoding fix
Increased resolution of some terrain maps
Water map is stored as short instead of float
Better terrain map index to coordinate conversion
Scientists no longer shoots right through animals.
Merged in Diogo's Rust changes (23042.
23045, 23073)
google sheet balance implementation
Merge in the latest from Main.
Fixed player damage not working
Fixed ordering issue on vehicle exit, which causes item icons to not update correctly
reserach bench only accepts scrap
redid research bench ui
sell order 'out of stock' displays as grey instead of red
display workbench requirements when researching item
A lot of changes here, but the main task completed is that a character's UnifiedInventory now only resides in the owner client and server, and not in the proxy.
Finished two-sided foliage brdf w/ translucency
Fixed reflections in core shader set
Cleaned up gbuffer encoding backend
Corpses should now drop embedded projectiles when they are skinned
Added a go to previous module change button in the ai debugger
Fixed normal octa encoding for transmission surfaces; touched affected shaders
Resized animal bounds.
Npc aiming work.
Stat types enum generator
Various human module scoring tweaks
Separated movement and action in Animal AI.
Removed bad BuildingDesire.Save override
AI designer bits
Fixed water drinking interaction sometimes not showing
Gang buildings are no longer spawned randomly.
AI designer tab persistence, polish and bug fixes
Subtracting player models