255,119 Commits over 3,990 Days - 2.66cph!
PlayerContoller raycast now uses the ground point/capsule check as a fallback, we check interactable layers first
Unit portrait cameras use CameraType.Preview
Added UnitVoiceDefinition asset type, stores UnitAudioBundleParameters which were previously held by the Unit.Audio component data, which has been migrated
Changing variable interpolation clock a little in my work to improve vehicle jitter
Missions now reward items
Server can gift items
Ton of metas
Quicker fade out on mp5 voice limiting
Stop extra voices more aggressively when voice limiting
animateable decay progress, if you want to look you have to assign the animator controller manually then toggle decay from 0 to 1 and back in the animator
Fixed player created desires not actually getting the right weight
Enabled player model, collider and nametag pooling again
Destroy entity client instances recursively when a network limited entity changes parenting
Merging biome tinting changes and motion vector fixes
updated mp5 silenced attack sound
Merging biome tinting shader changes
Fixed attachments motion vectors causing problems with tssaa
Fixed a situation where child entities could miss a group change of their parent, then leak on the client
HumanView look rotation nan/inf check, via new QuaternionEx
Use normalized direction in Senses LOS checks
Shader variants
added multiple colour variants of all decals and created tiered icons for all. also created paint icons (and decal for if needed)
Fixed GoalPlan confidence changes not applying in the AI Designer
DSE logging + confidence cleanup
Agent+Behaviour.GoalFailureHistroyTraversal rename for consistency
Data tweaks, goal confidence multiplier 0,1 not 0,2
Merged prop changes from dungeon
AI Designer toolbar button fixes, added global editor help toggle
Entity find commands return both client and server entities in the editor
Uncommented ConfidenceMultiplier values in AIDesigner wrapper drawers
Removing some not needed models and textures
Nuked some crap from DataAssetUtility
Fixed RUST-1350 / Cave sections transparent (Object quality)
Delete duplicate module, added DataAssetUtility for testing
Updated train_track material to include tint mask inclusion keyword
Added optimized path to skip tint mask sampling when slot is unassigned; std and std decal shaders
Added industrial prop LODs
stone hut requires 4 pelts 213 stones 21 sticks
biome tinting for player buildings and objects test
Set texture properly when resettodefault
Import Version2 properly (for conversion)
Indicate old items
Detect changes, reload textures automatically
Changelog field
Export to folder (for preview)
Fixed rare-ish infinite loop in SoundManager
Cherry picked blend layer fixes from prerelease
social point sfx added to anim
Touched std/blend layer shaders, just in case
Added some lights for debug to the dome
Updated military tunnels