113,794 Commits over 3,959 Days - 1.20cph!
More details in combat log when rejecting attacks for various reasons
Network++
Overwrote baseball cap with player hair prefab and overwrote bandana and balaclava with player facial hair prefabs. Tested on craggy island map.
Lowered maxtickspersecond default value to 300 (from 1000)
Increased maxpacketspersecond default value to 1500 (from 1000)
Some more work on STRIPS planner based npcs. They can now use cover more intelligently, will try to dodge when you aim at them, be more stressed about leaving their home base and do less hunting/chasing (feels more tactical when they prefer cover). Lacks idling atm.
Tier 3 workbench: fbx/prefab/lods/gibs/textures/etc
Fixed Rust.Data error when building plugins somewhere other than Windows
Recreate empty client network group provider when leaving / reconnecting server
Lots of little mix tweaks and sound polish
More song tweaks
NPCs trigger music intensity changes less aggressively
Max music volume is much more reasonable
Separate in game and in menu music volume sliders
Cleanup some old unused files
New south road
Various other things
Optimized EntityRealm.FindInGroup (saves around 30ms per network group leave)
Eliminated GC from client side entity group switching
Merged in terrain texturing edit-mode verbosity mitigation
Fixed bright code-lock open/closed lights when non-lit; switched transparent materials to opaque (needed shadow)
Added conditional packed map keywords
Added texture packing processor and tracker (wip)
Added packed version of standard layers; base layer first
Renamed packed standard shader
Increased time tolerance for terrain texturing runtime support map generation verbosity
Scene stuff
Softer, more natural lighting test
Updated native plugin (Linux)
Fixed multi-material editing for packed materials
Skin texture load memory management fix
Updated native plugins (Linux)
Added separate shader gui for packed materials to reduce transition issues
More packed shader work
Updated native plugins (Win + OSX)
Launch site / warehouse grounds dressing progress
Added updatebatchspawn convar (used instead of updatebatch when spawning, improves receiving data performance)
Fixed Strips Actions not properly showing debug visualization in Apex editor.
Can now guide which functions of a Strips Action should forward into Apex.
Nuked source cache folder
More seamless packing shader gui
Updated Linux native plugins
Updated native plugins (Win + OSX, Linux to follow)
Merge from async_texture_loading
Launchsite warehouse / scene progress / vertex paint /dressing
Merged for less messy branching
Experimenting with a STRIPS Planner AI that would allow for modular ai actions, an understanding of an action's impact on the future world state and the generation of procedural action queues / plans with replanning, like in F.E.A.R.