33,239 Commits over 4,109 Days - 0.34cph!
you now start with recipies for boneknife, spear, and stone hatchet + balance changes
Cherry picked animation changes from animal branch.
Added missing collision to some prefabs in radtown
fixed barrels being too large
Codemaid-ed and unix-ed atlas code
Added toggle to legacy terrain in order to flip base normal, vertically
Making sure prev added flip normal affects only the terrain material
Doing legacy terrain texture binds on every update
Fixed error console spam in main menu
Only use native noise backend if editor, client and server
Disable EAC when running server in the editor
Fixed input weirdness when opening a menu (using an entity twice etc)
Fixed it so you can stay ducked when a menu is opened
Client - also output warning on map checksum join error
Updated RustNative
Updated prefab scenes
Switched TerrainNoise to double precision (using native backend by default again)
Protocol++ (network + save)
Fixed splats not updating in legacy terrain
wooden spear no longer takes cloth to craft
bandage and low grade fuel are default again
Building block guide now uses the right skin
Fixed building block placement being akward, broken
halved radiation damage
rock has wider attack cone
Fixed cargo plane not networking its position
Fixed some blueprint weirdness
Made procedural generation modular so that each part can be used standalone
Forced GameManager prefab lists to be sorted by name for cross-compile consistency
Always log checksum if in-editor
RustBuilder - log exitcode with log file extract
Disabled world checksum kick, logging instead
fixed player not moving his feet when taking really quick short steps.
First pass at ak74u sounds
Fixed errors in PlayerModel scene
Modified melee ranges to be shorter (and spear to be slightly longer)
Increased melee cone for spears again, decreased melee cone for rocks
fixed key lock status not showing
key lock is default blueprint
Adjust waterpipe shotgun attack volume
Missing changes from ak74u first pass
Switched noise generation to managed backend (debugging)
Change torch attack sound when lit
Applied adjustments to the spawn handler object in the procedural map scene to the spawn handler prefab
Converted TerrainTreeBatch to the new fast getter and setter in b20
Made clientside tree placeholders move when their owner entity is moved (fixes trees at origin, invisible trees)
Forced alphabetical order when spawning decor types
Protocol++ (network + save)
Fixed terrain atlas set not saving slots
Fixed terrain atlas generator not forcing read/write texture import settings
Updated ProfileProceduralMap
Made noise library use native implementation if possible, otherwise use managed fallback
More detailed checksum mismatch logging
Re-enabled threading in-editor
Fixed new issue of not being able to hit objects with torch when lit
Mixing terrain splat normals with base terrain normals for more pronounced and detailed hill lighting
Changed torch animator so both lit & unlit states work on one layer
Updated torch vm anims, changes to anim controller
Fix lit torch attack not playing strike effect