201,880 Commits over 4,171 Days - 2.02cph!
Cleaning up some blackboard issues in DM
Fixed Player animation twitches when holding (RUST-901)
Added Confidence mutliplier to DecisionLog (BEF-226)
Merge related shader fixes
Merged b17 changes
new whitebox buildings and map update
added arrow hitting flesh ph sound
Enabled keyword in shader
WakeUp no longer breaks current goal...
BehaviourGroupSettings stores AI Modules, not GoalParams... commented out a bunch of code in BreedingGroup and ChildPlayGroup.
Confidence multiplier in DecisionPlan
Added loot console command (for testing, editor-only)
Fixed another LOS exploit
deleted old materials
readded to beep truck
Updated scene
merged
Camera rotate scripts
protocol++
mushroom fixes
Fixed exploit to disable gunshot sounds
added exploded exports for bakes
removed substance painter folder locally
VisualFX destruction fix
Sleep FX fix
added correct materials for ian, fixed UV1 on materials
Added decay.tick server startup parameter (specifies decay tick interval)
tweaked lighting and main and rear materials so lighting looks better
Fixed estimated player velocity being extremely inaccurate during server lag (RUST-895)
Update view angles + eye position in FinalizeTick (less overhead when spammed with player ticks)
AntiHack tweaks
Fixed a bunch of issues with tribe create
Added name overrides for most clothing
Made island01 the default game scene when running main/steam build
tweaked the 3rd person pickaxe animations so it doesnt clip into the player
Rebaked island01 to match bake settings in other scenes
Tool cupboards can be repaired
Slight modifications to rust/std cginc base to allow single file rust/std shader; easier to read and make new shaders
Switched StandardWithDecal shader to rust/std (fix for RUST-900)
Fixed revz sign/canvas painting
Packed grass code back into Nature/Grass
Packed wire code back into Custom/Wire
Deleted deprecated files; updated grass and cable materials
Fixed revz grass black ambient when LOD<300
Fixed revz sign black ambient when LOD<300
Apparently I made some changes to the human asset.
Packed Rust/StandardSkin shader into single file
Removed experimental viewmodel shadow code; no longer needed/relevant due to revz
Removed meta pass (dynamic gi) from all shaders; we'll probably never use it, less code to look at, less time compiling shaders
Fixed revz dev* shaders; grey boxes now visible
changed the animal prefabs so that their animators do not cull.
Disabled confidence multiplier in DM