127,294 Commits over 4,109 Days - 1.29cph!
High external walls and gates require some space between them when placed parallel to each other (i.e. when stacking them)
Added and updated prefabs for hair style 1, style 2, female and male armpit and pubic hair, female and male eyebrows, facial hair style 1 with morph targets
Added temp icons for prefabs
Removed old and erroneous files
Adding parts of the new road generation algorithm (much faster and better looking, not 100% continuous yet)
Tweaked shadow refl occlusion to avoid undershadowing (RUST-1771)
Roads avoid being split by monuments and prefer going around them (until I add monument road connection points)
Fixed bus stops and power substations spawning on top of roads at T and Y intersections
Fixed sky reflection rgbm decode intensity mapping
Fixed lake topology settings
Fixed harbors spawning in lakes
Network++
Save++
made the vehicle tire smoke taper off when the car goes airborne
fixed scrap coming from food boxes (wtf)
specatators can use map (mod support)
setup research costs for all items
setup workbench reqs for all items
added 'basic' wood crate
Tweak large gate sounds to match new anim speed
changed literally everything
all new loot spawns
can only repair items if you have the blueprint
found weapons start with very low condition
workbench health and recipes
recipe balance
scrap balance
buckle up - merge into main
workbenches, sheet metal door, research table default blueprints
Campfire default
Double wooden door default
Wooden window bars default
Bandage default
Wooden armour default
Wolf Headdress default
drop box, fridge, locker, mail box, chair, small planter box, table, vending machine, rug, rug bear skin and search light can now be researched.
A NavMesh Grid Cell will now reuse terrain mesh data for all agent layers properly.
Removed need to be wet when trying to drink from bodies of water (was only testing on server, clients had it commented out -> weird behaviour)
Removed weird duplicate raycasts from water drinking tests (now raycasting only in GetWaterDrinkingPoint)
heavy plate helmet, heavy plate jacket, heavy plate pants, bandana, baseball cap, beenie hat, boots, candle hat, incendiary pistol bullet, shotgun trap, flame turret, metal shop front and small water catcher can now be researched
Subtracting BoneFollower removal again because fuck me
Set ResearchResource reference to scrap on the static research tables (so you can place scrap into them + research)
Double armoured door research scrap cost is now the same as single
Fixed object motion blur ignoring transparent cutouts
Fixed checksum being unset when world cache is disabled (editor)
Ice lake topology map fixes / fixed positions on clutter floating above the ground
Autoturret now researchable
Simple Handmade Sight researchable
Can send optional entity ID with Signage.ReceiveTexture (mods)
Servers can call the sv console command on clients (mods)
searched items show lock icon
'new' notification has own alpha group
LR300/M92 uncraftable
pickaxe research cost reduced
research table cost drastically reduced (oops)
Changed world-model player self-shadows to stop casting on viewmodels
Added custom shadow casting to core shader set
Fixed tier3 workbench materials
green crates spawn workbench tier items slightly more often
metal shopfront much cheaper + default bp
vending machine much cheaper + default bp
protocol++
tshirt/longsleeve tshirt cheaper and no longer require sewing kit
rocket rarity set to 3 instead of 2
crossbow default blueprint, require WB1
eoka default blueprint
handmade shell default blueprint
if item is unresearchable, still allow repairs
reduced HQM from recycling components to nearly nothing
gunpowder default (oops!)
icepick same as pickaxe rarity/cost