254,766 Commits over 3,990 Days - 2.66cph!
Spawners get ground height
Fixed individual GoalPlanVariant BehaviourChain elment Decisions not copying Blackboard data back onto the BehaviourChain's Blackboard
Added Entity+Debug partial
TribeStartArea now spawns 3 adults of each gender, with clothing (parity with tribe creation when playing in editor direct from a scene)
Added bow sound to combat (needs work)
Disabled confidence multiplier in DM
changed the animal prefabs so that their animators do not cull.
Fixed revz dev* shaders; grey boxes now visible
Packed Rust/StandardSkin shader into single file
Removed experimental viewmodel shadow code; no longer needed/relevant due to revz
Removed meta pass (dynamic gi) from all shaders; we'll probably never use it, less code to look at, less time compiling shaders
Apparently I made some changes to the human asset.
Packed grass code back into Nature/Grass
Packed wire code back into Custom/Wire
Deleted deprecated files; updated grass and cable materials
Fixed revz grass black ambient when LOD<300
Fixed revz sign black ambient when LOD<300
Slight modifications to rust/std cginc base to allow single file rust/std shader; easier to read and make new shaders
Switched StandardWithDecal shader to rust/std (fix for RUST-900)
Fixed revz sign/canvas painting
Tool cupboards can be repaired
Rebaked island01 to match bake settings in other scenes
tweaked the 3rd person pickaxe animations so it doesnt clip into the player
Fixed a bunch of issues with tribe create
Added name overrides for most clothing
Made island01 the default game scene when running main/steam build
Fixed estimated player velocity being extremely inaccurate during server lag (RUST-895)
Update view angles + eye position in FinalizeTick (less overhead when spammed with player ticks)
AntiHack tweaks
tweaked lighting and main and rear materials so lighting looks better
Added decay.tick server startup parameter (specifies decay tick interval)
added correct materials for ian, fixed UV1 on materials
VisualFX destruction fix
Sleep FX fix
removed substance painter folder locally
added exploded exports for bakes
Fixed exploit to disable gunshot sounds
protocol++
mushroom fixes
Updated scene
merged
Camera rotate scripts
deleted old materials
readded to beep truck
Added loot console command (for testing, editor-only)
Fixed another LOS exploit
Confidence multiplier in DecisionPlan
WakeUp no longer breaks current goal...
BehaviourGroupSettings stores AI Modules, not GoalParams... commented out a bunch of code in BreedingGroup and ChildPlayGroup.
Enabled keyword in shader