34,881 Commits over 4,262 Days - 0.34cph!
Stone world model updated
Removed non-mrt blending path on a few shaders and water rendering
Nuked deprecated gui layer component from camera
compass displays ontop of scope/binocular/helmet overlays
First pass support for runtime instanced generic water pools
Bundle loading API preparations for the world SDK
Fix Junkpile Scientists not registering with Junkpiles properly.
Fix a potential NRE/NavAgent error in Sensory System.
Fixed compass modifying material asset
Updated GTAO/AO2 to latest; now <1ms on gtx 970/1060 at 1080p
Fixed the fix and exposed some temporal params
Fixed door sound effect errors on static maps
Mitigated water z-fighting on terrain near coplanar to water level
Reduced temporal AO-related flickering
New world serialization format
Removed bridge topology, added swamp topology
Added Rust.World and Rust.FileSystem asmdefs (used in world SDK)
Moved checksum class to Facepunch.System
Updated LZ4 (second attempt)
compass button added (default c)
menu options for compass off/on/toggle/hold
BBQ exploit fix
Small refinery can no longer be fully submerge underwater
fix for weird box behavior on rhib
compass no longer displays over inventory
Added convar to enable/disable foot ik for NPCs.
Improved offset in navigation agent, a cheap way of making NPCs hover less above the ground.
Junkpile Scientists are again hostile to those that get too close.
Improved range accuracy when collecting sensory data.
Added generic sitting 360 pose (hands not gripping chair) and added to player animator
Added hapis old rock cave prefab for modders working to restore old procgen maps
Another fix for number of junkpile scientists that can spawn in the game at once.
NPCs now respect aggression range better when receiving noise sensations.
rhib uses updated passenger animation not holding invisible bench
Attempt to optimize navmesh carving with respect to building.
Cherry picked imposter bake fix from bandit_town
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