202,246 Commits over 4,171 Days - 2.02cph!
Fixed the default item container hash being the same as the hash of an empty item container (now uses 0xffffff)
Async navmesh link generation and some cleanup.
Staying up to date with main
Fixed EntityComponentSystem not incrementing component index properly
cmd verification bug chasing
Removed attack anim call from player controller input
CP text brackets, verification bug attempt 1
Made FollowCamera/MapCamera zoom to transition optional, currently disabled
Supermarket counter / reduced wood saturation
Fixed that the fix for RUST-836 was ifdef CLIENT (whoops)
Disabled mips on terrain alpha to prevent caves from closing in low quality
Fix potential deadlock in multicore rendering when messing with colour correction
Removed redundant Initialize override in ItemActionDesire that wasn't calling base and thus broke all the things
Disabled full screen tutorial widget auto activation
Removed terrain4_rock2_smoothness; replaced by spec on quarry_stone_debris
Renamed terrain4_rock2_specularity
Disabled readwrite on all terrain4_rock2 textures
Semi auto rifle fbx revert
Bandages, Mp5, Python, Sal Axe, Sal, Hammer, Sal Icepick, Sal sword - Updated to latest rig and added new arms
Removed unneeded stuff from BlueprintCategoryButton
Toggle group instead of buttons on crafting screen.
turn off turn layer if not 0 when unit anim code gets lodded
bradley health doubled
bradley loot tables modified - won't drop explosives
bradley turret aim adjusted - coax is way more accurate
bradley coax damage slightly lowered
set turn layer to 0 when is look at is not being called
Crafting & Building windows show "unread" status icons on list elements
Fixed map transition fog displaying wrong values
Npcs should wait for dynamic navmesh to finish baking before attempting to spawn on a valid navmesh.
set movement layer to 0 weight in animator, (should have been set in code?)
fixed bradley loot table giving way too much
Fixed bad merge with UIInventoryMenu
Show tooltip on item hover in inventory ui
Event driven music can optionally play only once per session (start game music)
Changed medkit use from automatic when selected (which was meaning people kept using them accidentally) to quickslot-based, pressing left-mouse or E to use when selected.
Fixed axe impact screen shakes affecting player camera even if the unit chopping wasn't being controlled (or in another tribe!)
Some more debug readout stuff: can see an entity's enabled state and can see the EntityKnowledgeData associated with a known entity (displays distance and last seen on)
Medkit use FX. This sucks so just throwing it in a branch. Will be better to add a deploy animation instead.