194,319 Commits over 4,079 Days - 1.98cph!
Allow playerseed command to work with player names instead of IDs (only for players who are in the scene though)
Fix the playerseed command not handling Steam IDs due to them being longer than what fits into an int
▉▍▆▋▊▉ ▌▋█▌▅█▄▌ ▊▄▊▍▊▇▊▆, ▍▇██▄ █▅▇▇▄▍█▅ ▊▆▆▄█▉ ▉▋▍ ▄▉█▌▍▊▌▋▋
█▇▌▇▋ ▋▍▋▅▄▊▌▋ ▌▆▌ ▋▋▊▉▇▋▊▊ ▆▆▇▆▉▊▊█ ▅██▉▊▌▊▆▍
▍▄▅▅▆▍█▆, ▄▊▍▅▄ ▆▉▆▇▅, ▉▅▆██▆ ▅▉█▉▆ ▌▆▆▋▇▅▉
█▅▄█▍ ▆▅▊▊ ▉▊▋▍▋█▇▄▆▉/▍▌▋
▇▉▊▄▄▉ ▆▊█▌▆▆▉▊▄▅ ▆▄ █▆▉▆ ▉▉▊▇ ▅█▍ ▌█▌▋▆▇▆▊ ▋▊▌▇▆▆
▌▆▍▌▉▊▋▅, ▆███▍▅▇█, ▌▇█▌█ ▄█▅▉▋▆▌
Progress on bush spawn settings
Replaced tall grass in tundra with bushes
Unified prefab setup for all bushes / their billboards should have the same viewing distances
cloud billboard alternate triangulation
adding subsivision to cloud billboard
Added decor.procmap.v3 to world setup
Tweaked cactus material
Tweaked cacti LOD distances
Tweaked arid bush colors, size, billboards and materials
Created new decor.procmap.v3 prefab
Tweaked spawn rules for arid bushes and allowed their billboards to render much further
Made unique spawners for ocotillo and dead bushes
Fixed Lua errors in menu state when searching through addons with special symbols
Added some nullptr safeguards to CMDLCache functions
Fixed dedicated server crashing when trying to reference invalid SteamAPI pointers after using the map console command
Make sure the "entityflame" entity also stops its own burning sound clientside in case it couldn't be stopped from the server due to PVS
cherrypicking disable_easter_2021
Hammer: Fixed "Collision Model" setting not working in certain cases such as being in a Manifest
Hammer: Fixed a crash when creating a new Manifest
A* navigation now respects the current speed fraction.
Updated cargo ship AI design file.
Minor tweaks to main menu UGC thumbnail title styling, improved positioning of the gamemode category "inverse filter" buttons (red minus icons)
cargo ship AI design files.
updated cargo ship test scene.
HumanPathFinder gets virtual info zone if applicable.
BaseNavigator SetPosition navmesh function will now attempt to fallback to the A* mode.
RustNative update (alt forest type now uses forest splat instead of grass splat, as requested by Damian)
Made the addon selection checkboxes bigger and updated their style to match modern Chromium visuals
Also added a bit of space between the clickable addon name and the checkbox
Fixed "generate textures" being an order of magnitude slower than it needs to be
Bunch of stuff for virtual AIInformationZone support.
Added a tool to convert cargoship data and old move/cover point stuff to the new setup.
NPCSpawner can now setup A*/virtual aiz data if required.
Cargo test scene update
Limit sv_loadingurl to http(s) only
large oilrig bag of fixes
Added con_filter* cvars to blocked cvar list
Store an id per gesture slot (via convar), use that to populate the gesture wheel
Made a new CollectionManifest class that gets referenced in the GameManifest so we can store things like gesture and underwear lists outside of resources or referenced on players
Doubled health recovered by horses after eating food
Hitch and Trough now acts as a food store and doesn't manipulate animal decay
When a horse eats from the trough it's decay time is now updated along with health and stamina (the horse now controls this process, not the trough)