200,583 Commits over 4,171 Days - 2.00cph!
slightly lower chance of satchel duds
bradley health reduced
flamethrower requires WB2
pants/hoodie one rarity lower ( 75 scrap )
snow/vagabond jacket one rarity lower
snow/vagabond jacket cost 50 cloth instead of 200
elite crates spawn every 2 hours instead of every 20 minutes
launch site spawns 1 less elite crate
elite crates spawn 2 definitions instead of 4 ( half as many items )
airdrop spawns much fewer high end rifles, more shotguns etc
airdrop spawns more ammo
airdrop drops turret instead of turret parts
Fixed some rock profabs missing biome material object components
bradley spawns less frequently
bradley effectively drops elite crates instead
rifleammo/rocketammo from crate reduced slightly
bradley health changed to 750
bradley starts healing after 10 minutes and takes 5 minutes to fully heal
Fixed node hotspots cannot be seen during med-high fog (RUST-1777)
cluttery deployables spawn as blueprints in barrels instead of the object
Fixed initial resource spawn distribution ignoring PrefabParameters.Count
fix for radial marker
skin approval
bradley APC back to 1000 - better too hard than too easy
missing explosion sprite texture
Back to previous near view ssao values
removed debug.log
missing files
More tree stuff.
Pre-cleanup.
Presumably fixed NRE in MaterialSwap (miner hat)
Phone can kind of send messages to another phone now.
hacky keycode double entry fix
Making item receive task able to drop items into gang safes and so on
Enabled water SSR tracing behind objects to help mitigate visible gaps
Improved some mission parameter stuff
Shared context mission work
Simplified - Decided missions don't actually need to know about THE package, and just knowing about the definition rather than the instance is enough. If missions end up with multiple packages, they can be different types (or the code can be updated).
Delivery mission task work
█▋▋▇▊▆▇▌▆▆█▉▋ ▅▄▆▉▉ ▄▄▉▇▄▇█▌, ▍▅▇▌▄▅▋▆▉▆▇▉▆▍▇▍▄, ▋▆▆▉ ▊▍█▍▇ ▄▉ ▇▅▋█▍▋ + ▇▆▉▇▆▆
▍▉▅▅▅ ▇▌▇▅▍▋▋▄▊▇▊▄▍▍▊█▄▌▍▇▆▅ █▄▄▊▍▇▆▅
Added ActiveEmote keyword
Fixed bad priority dropdown in interaction lists
Various UI tweaks
Added interiors post volume
Added button to open module in designer from the AI debugger
Animal/Combat/Defensive scoring fixes
Agent's active GPV will drain score from it's GoalPlan once momentum hits 0
Minimum momentum drain rate is now 0.01 (up from 0.001)
Fixed bugs created with vm Bow update, Reverted bow anim changes, re-updated to latest rig and mesh
Fixed game not being paused on gameover