202,215 Commits over 4,171 Days - 2.02cph!
Fixed DroppedItem.OnParentRemoved position calculations so dropped items appear at the correct position when their parent is removed
Powerplant overgrowth dressing backup
Moved common occlusion culling routines to base entity
Added occlusion culling to NPCs
Added LODGroup to zombie (culling)
More tile stuff, slightly increased visual movement speed of units
slightly reduced cost of waterpipe shotgun
reduced cost of double barrel (one less pipe)
removed gear cost from landmine
reduced blade cost of metal barricade
reduced stone cost of stone/concrete barricades
oil barrels also produce a small amount of low grade fuel in addition to crude
reduced recycler volume slightly but increased audible radius
Fix RUST-1534
Fix bow shoot sound playing an extra time when quickly switching weapons
Got NPCs moving on clients in client/server mode. Not animating yet
NPC characters moving and animating on clients, and sharing most code with proxy players for human clients
UnitView and UnitSettings summaries and tidy up.
Fixed/silenced all warnings outside of BuildingSystem
Merging in AI updates from branch. Includes Apex Utility AI.
Increased input rate allowance
Wreckage spawns client version with visuals if in CLIENT+SERVER mode
NPC init order fix + spawn fallback
Basic navmesh generation on city level. Added NavMeshComponents from the Unity GitHub: https://github.com/Unity-Technologies/NavMeshComponents
Requires Unity 5.5 NavMesh version, or Unity 5.6.
Fixed AI spawn issues in CLIENT+SERVER mode
Way faster (like 15x) city nav generation with better NavMeshSurface settings.
Update disabled state on the client whenever the parent reference changes
Fixed floating attachments when picking up weapons (RUST-1536)
Powerplant overgrowth dressing end
Powerplant terrain height and splats tweaks
Rocket launcher optimisation
added beep truck 4 to paint 2 scene
added correct material to beep truck 4
Fixed "data is NULL" error when writing empty stream to network
Fixed error after running clear_memory
Added "free" console command (clears prefab, asset and memory pools, then runs GC and unloads unused assets)
Added opaque sort mode option to Main Camera component
Enabled instancing again on some rocks (has to be done via material now...)
Added instancing toggle to our custom shadergui in parity with unity standard
Enabled instancing for building materials
Cleaning up entity view creation, moved to the settings classes
Only generate behaviour descriptions for humans
Simplified effect trigger set evaluation/validation callbacks
UnitCollection view pooling actually works now (?°?°)?? ???
Moosemerge
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Enabled instancing for prop materials
Enabled instancing on effect materials
Sphere tank overgrowth dressing
Attack definition refactor wip
Enabled instancing on nature materials
Updated checksum functionality to the new system
Completely disabled caching on non-procedural maps
rescaled beep_truck_4 to fit old truck old 1 (0.5)