199,605 Commits over 4,140 Days - 2.01cph!
Don't need connection check on door interaction. Fixes NPCs not being able to interact with doors anymore.
Portacabin walkway LODs/COL/Prefabs
Pavement merge and vertex paint
Door rotation fixes
Fixed colision material on ground
Fixed vertex paint on ground LODs
Created placeholder loot placement
Trying nav changes to improve door nav performance on servers. Doors using NavMeshLinks. Unfortunately NPCs can occasionally teleport through when they shouldn't.
Smarter dynamic music clip loading/unloading (only load needed sections instead of whole songs at a time)
Sync improvements
Bugfixes
Minor optimization & cleanup
New door nav system taking advantace of NavMeshLinks to replace non-carving obstacles that were there before. Major performance improvement. Also fixed a bug with door interaction text when two players were interacting with the door at once.
Allow open/close of interior doors, even if you don't own the building. Only outer doors are unusable (when closed) now.
CLuaClass::Get only calls lua_type once
added wip new trimmed truck, added wip window reflect shader and material, updated to newest unity
Allow AI to path interior doors
Tweaks for wind intensity on foliage (tall grass clusters, bushes)
Fixed SetDestination never ending
made wood trunk item smaller
made pine tree spit out trunk instead of logs
Mae detail view RenderTexture 2k
Forest dead branch clutter collider shouldn't block movement anymore
Stone collectables and tree stump displace grass around themselves
Fixed shitty isStationary usage in the human animator, added UnitStationaryState stateMachineBehaviour
Cleaned up some Agent debug members
re hooked up smoke mesh, lost due to unity crashing
Fix for RUST-1697 - Inaccessible loot spawn in military tunnel mines
Fix for RUST-1694 - Double door at powerplant
Fix for RUST-1698 - Building / raiding outside of caves / Light well cap model now uses a collider
assets for new spawner system
removed top and bottom from SPN_1
Removed duped code
Removed unused scenes
Fixed missing scene reference
Fix (?) for unitview tag change when a unit kills itself
Shitty placeholder code to get AI triggering stuff so I can start working on AI helper functions
Fixed some missing script references in overgrowth_dressing (pending Scene2Prefab)
Reduced wind on creeping plants
Additional warehouse LOD
Support beam LOD/COL/Prefab
Fixed door scaling
Ground pipe hole LOD/COL/Prefab
Fixed Zones ticking before they've been fully initialized
Cleaned up how we save and load zones/scene names (delete your saves) WIP
Dispenser spawn modes WIP
WorldManager.UnloadZones cleanup
Added ProceduralLift (baseline for lifts that aren't animator-controlled and can have multiple stops)