199,300 Commits over 4,140 Days - 2.01cph!
Started adding stat comparison consideration (not yet finished or tested)
Fixed plant entity leak when their happiness was stuck around 0 (could be caused by genetics or environmental conditions)
Fixed plants skipping their dying skin when exceeding their max number of seasons
wood and mud huts first pass
Plant skins use prefab pooling
Plants can specify whether or not to switch to the dying state when harvested for the last time
ResourceRef refreshes when no GUID has been saved before (i.e. when changing GameObject to GameObjectRef in code)
Fixed atmosphere shader to work well in both modes
Added graphics.revz toggle command
Cleaning up
Plant server convars actually do what they claim to do
Fixed plant planting and harvesting particle effect rotations
Added hemp seeds and hemp farming
Network++
Merge from decay_reboot
Network++
Put fleeing back in and started tweaking morale / fleeing AI. Human flees from Bear at about the right time, other situations need testing.
scaled wood tents and recentered one of them
Fixed some focus bugs in AI Designer
Goals can no longer hold child Goals, only GoalPlans
Probably fixed ammo fuckup. Added some damage indicators.
Fixed plant skins missing from asset bundles
Wild corn & pumpkins always spawn next to rivers
Reduced driftwood density
Dialed back hemp tint randomization
ValidBounds rejects positions that are NaN or infinity (RUST-864, maybe)
Tightened valid cupboard deployment angle
1 person shelter for hunting or staying away from camp for a few nights
Lanterns can be placed on top of other deployables again (RUST-823)
Fixed world models / ragdolls ignoring cave triggers
Fixed server projectiles (i.e. rockets) ignoring cave triggers
Refactored joining mission
Added server configs
Vis.Colliders handles terrain triggers
Fixed turret LOS check ignoring cave triggers
Tribe creation scene fix/cleanup
DM NRE fix (no more child goals)
Revert mistaken prefab commit
player preview anim source updates
Added prevent movement physics layer (similar to prevent building, just for movement)
Found an ingenious (i really mean dumb) way to allow runtime toggle for debug/testing; default off for now
Tested d3d11; d3d9 and gl need work before merge
Unified CombatAbilityType and RangedAttackType and added an AOE type (not implemented yet).
Basic implementation of AOE attacks and some improvements to targetting when multiple units are involved.
Resource.Create() from entity tweak
UnitResource enabled by default and added to validation list stuff in UnitSettings
Fixed fog seam on river to ocean transition; rivers too low tess for vertex fog
Optimized screen coord to frustum ray
Improved quit to editor handling of when revz is enabled
FreeImage materials/textures now refcount properly
Removed load-from-buffer code from FreeImage textures (it'd need a different approach to handle regeneration)