255,048 Commits over 3,990 Days - 2.66cph!
Re-enabled atmospheric depth in scattering calculation (with better horizon fade than the last time)
Touched ocean and river shaders
Possible shit fix for ADS fuck up
Minor tweaks to GameUI, Warmth goal weight
Crafting now uses skills and applies skill gain.
Added delta update capability to protobuf lib
Ticks are delta'd
Added Rust.Data.Test
Fixed some decor prefabs missing from asset bundles
Greatly improved VariableReference performance and GC (used in VitalNote, VitalInfo, TextVariable etc.)
Updated player preview idle
Removing PVT test from benchmark (crashing shit)
basecombatentity ignite baseline
EffectsComponent.RemoveEffect Emotes EC null check
StatCollection.CreateStat will update existing stats that match data params
Fixed StatsUtility.GetStat NRE
Added PlayerTaskTriggerSettingsEditor
Removed old SkillRequirement struct from CraftableParameters
unwrapped almost all of exterior and underside of beep truck
Deleted Tiredness Consideration (we already have inverse energy consideration with the same repsonse curve)
Removed StatTypes enum, now each type of Stat has it's own enum of stat definitions
Condition template fix
InteractionPlanData becomes BehaviourPlanData
Added SkillLevelConditon, for testing the level of a given skill on an entity
Added SkillRequirementCondition, for testing if we pass the required skill levels for our the BehaviourPlan in our DecisionContext package (doesnt work yet)
can deselect bucket instead of drinking from it
fixed NRE when swapping buckets
cannot transfer water into unheld bucket
A couple of minor TakeFromDispenser tweaks
TakeFromDispenser now applies Skill Gain and Skills are shown in the Debug window.
Actually fix stat names in UnitSettingsEditor
Procmap benchmarks reset GC, LODs, grass, decor and tasks before every run
Fixed StatsComponentParameters
Removed tree component from hemp
Icesheet prefabs use LOD grid
Removed tree component from a bunch of clutter prefabs
Fixed infinite tree chopping / take from dispenser actions.
Moved apply color/alpha to fragment setup
Fixed for shader bug RUST-833
Started adding woodcutting skill to tree chopping.
Stat.ChangeMaxValue doesnt need to check type
Removed Scalable and Linkable as concepts in the Stats system
Removed tree component from all trees (appears to be slow as fuck)
mixer stuff and loop levels
Automated Linux DS Build #314
Adjusted grass LODing (less upscaling on lower LODs)
Automated Windows Build #314
Automated Linux Build #314
Clients can connect to listen servers through Steam P2P (backend, no changes to any UI)
Players can join new missions after previous mission has completed