201,114 Commits over 4,171 Days - 2.01cph!
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
Fixed computer UI allowing player to open inventory
Show HP bar (and text) on the computer monitor when remote controlling entities
Update teleport2marker to work with new marker system:
-Will first attempt to read a string argument and match it to the marker name (eg. "teleport2marker home" will teleport to the home marker)
-Next attempt will read an integer argument and will go to that marker in the list, list is ordered from oldest to newest (eg."teleport2marker 3" will teleport to 3rd oldest marker)
-Last attempt will just cycle through available markers (eg. "teleport2marker" will move to a different marker each time it's run)
Show all icons and colours in the edit UI instead of using the cycle buttons