201,866 Commits over 4,171 Days - 2.02cph!
Automated Windows Build #692
Temporary: Lua stack trace stored in heap for some debugging
Automated Linux Build #693
Automated Linux DS Build #693
Automated Windows Build #693
Added terrain atlas generator optional support for texture arrays (arrays broken atm); fixed warnings
Tweaked terrain atlas textures max aniso
Fixed players culling when looking over low wall (RUST-1670)
Added movement curve interpolation to flyhack detection (same as for noclip detection)
backup/progress rocket crane
Clear InteractibleControllers in PlayerController on Reset.
DynamicDOF no longer is AlwaysEnabled (confirm this is ok @billowe)
DynamicDOF now overload Reset to set Target to null and disable itself.
DynamicDOF now is AlwaysEnabled, but checks for Target == null on Tick. Reset override sets Target to null.
Added shadow cascade transition blending
Water jug vm anims, animator, anim events, world model and temp sounds
Deleted "Debug/Load Profile File" since it's no longer working on 5.6 (use the save / load buttons at the top of the profiler window instead)
Additional profiler samples for BasePlayer.FinalizeTick.Transform
furniture test model added
Updated truck parts, can now swap all items
Use a small buffer for map.pack creation rather than allocating enough space for the entire file (lots of people run out of memory here)
Automated Linux DS Build #694
Automated Linux Build #694
Automated Windows Build #694
Remove debuggy lua stack trace stuff
Automated Linux Build #695
Automated Linux DS Build #695
cutting in alleyway geo and texturing on hex pieces
Automated Windows Build #695
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Fixed manager init
Freezing effect kicks in below 5, not 8
Super dank stat simulator editor
Fixed inactive spawners error on load/start
Added CanPathfindTo condition
Merge from manager cleanup
Buffer source list in AudioManager.InternalReset
resaved beep vehicle max file
Fixed weather events error