106,698 Commits over 3,836 Days - 1.16cph!
Push server info every hour instead of once at startup
Fix barrels not logging loot
Add isOcean when items are looted
Move biome to helper .cs
Log server tags
Log device id
Log player count directly
Log player who dropped item & log the player when it despawns
Improved embedded lighting on crew cabinets & elevator switch prefabs.
Reverted craggy's to previous
Added support for anisotropic materials via specialized "Rust/Standard Anisotropic" shader set
Enabling GPU skinning (test)
Packed NMS lighting into its own prefab and organized it.
Nixed distance flares from all the lights, because underground.
Team UI & Nametags will use steam nicknames instead of steam names / streamer names if you are friends with the player
Added 'use_steam_nicknames' convar to revert to previous behaviour
Placement bug fixes, rotation fixes
Refactored AICoverPointEiditor.PlaceOnFloor so it can also be called from new AIMovePointEditor, for move point data editing.
Added "Place on floor" editor button for cover point objects.
Initial move/cover data pass for area B.
merge from nuclear_missile_silo
Unset IsSecurityDoor on all hinged.industrial doors so navmesh data generates correctly.
S2P.
merge from nuclear_missile_silo
Enabled read/write access on mesh data needed for navmesh gen.
Added MonumentNavMesh to monument root, set MonumentInfo to have navmesh data.
merge from cinematic_tools
initial pass on AIZ size/position layouts.
added initial AI prefab for merges.
new road barrier textures
Enabling multithreaded networking by default for both client and server
Adding -nonetworkthread startup parameter to disable multithreaded networking
Fixed some interaction issues when the player dies while the map screen was being held open because of label input
Fixed broken map marker on MLRS UI
Don't allow pings in hardcore mode
Contextual pings will now create the ping at the top of the entity in world space, rather than where the ping raycast hits
Renamed demo.hud to demo.ui and made it true by default
Demo shot editor will now be enabled by default for all players
Move to next/prev entry on computer UI with arrow keys or mouse wheel
Merge from more_map_markers