30,765 Commits over 3,867 Days - 0.33cph!
Increased blueprint scrollwheel sensitivity
Fixed how AISense handles AIObstacleRedirect.
Forgot to check in the updated roof materials for stone roof
Added missing references finder util
Fixed a bunch of missing references
Added grass to TestLevel because why not
Added grass to LegacyLevelTerrain
Fixed drag icons from belt bar not showing
Fixed belt bar movement on click/drag
Inventory menu selected items get unselected properly
Fixed inventory contents sometimes being all shirts
Optimized inventory network updates when moving +stacking items
Fixed AIObstacleRedirect merge problem.
Merged NPC steering changes.
Added level randomization scripts (toggle objects on monuments, spawn seed-synchronized clientside objects)
Added missing prefab references to prefab scenes
Added second ranomized entrance to radtown_small (test)
Added third game manager (only used for decor if inside the editor)
Fixed all decor having stripped meshes inside the editor
Fixed sleeping bag options not showing if locked by timer
Fixed sleeping bag not renaming is name is long/short
Made spawn in sleeping bag spawn in the right sleeping bag
Fixed sometimes respawning where you died
Proper item description translations
Fixed translations breaking newlines
Hangar building 1 - LODs,collision,prefab scene and some texture tweaks.
Added Rust.Application.isQuitting
Fixed menu not hiding when creating game in editor
Fixed dialog not swallowing keys
Can escape out of dialogs
Redesigned sleeping bag dialog
Redesigned code lock dialog
Code lock dialog has beeps
Sleeping bag rename dialog selects input area, fills in current value
Fixed corner case properly following broader robustness testing
Added Prefab.LoadRandom
Added GameManager.CreatePrefab overloads that take a parent transform
Added RandomDecor class
Made all ICullable components get removed serverside
Moved mushroom prefabs to decor
Added randomized mushrooms to a certain tree prefab (test)
Fixed corner case in atmospheric blend; pending robustness testing
Forgot early exit if no spawnable component is present
Added spawnable component to loot barrel 2
Made spawn handler log an error if a prefab does not have a spawnable component
Unity keeps modifying this
Changed ParentRedirect to AIObstacleRedirect
Strip some unused components from trees if clientside
Reapplied changeset 5154 to UIScene
Split UI into pixel-perfect and scaled parts (required for FPS graph, testing for branding)
Fixed leather sleeping bag missing rename dialog
Fixed serverbrowser not working
Removed some unused files from the base project folder
Fixed net_env being disabled
Fixed atlas gen compilation warnings
Fixed base normal map sample in legacy terrain
Fixed RustBuild not always reporting build errors properly
Multi-threaded atlas generator
Merging UI Reboot into main
Removed duplicated fields from terrain atlas set editor
Fixed terrain splat apply to allow arbitrary texture sizes
Scene updates to reflect SplatOverlay rename
Fixed warning in standard terrain shader gui
Added back base normal override along with vertical flip toggle (terrainpaint) for testing
Cleaned up legacy terrain stuff; created one for Petur that plays ball with existing terrain extensions
deploy / fire / holster animations for the pump shotgun.
Brought back glossy env to terrain shaders; in b21 env cubes are now correctly assigned to terrains
Reverted back to detail normals; blending with terrain normal needs work
Added custom terrain shader inspector to overcome what seems to be a b21 bug: lack of real-time updates
Fixed d3d9 compilation errors in water shader