244,576 Commits over 3,898 Days - 2.61cph!
Merge branch 'master' into sandboxing
Fixed switching between games loaded from scripts.
Fixed bug in earlier client connection fix
Fixed loot containing starter blueprints
Fixed loading games from script files.
added and animated sewer hole vent for sewer hole environment/test court
PBS version of speetree shaders for Petur; Rust/Nature/SpeedTree
Reduced game startup time considerably by not compressing sprite data.
Changed the calculation to pick stand position when shot is out of range for a standard hit - this reduces run distance
Games now load asynchronously.
Fixed error when trying to wear the hide poncho
- Added skill icons to skill hot swap screen and fixed text colours
- Hot swap skill panels now show bound gamepad buttons
- Can now actually equip skills using the new system!
Fixed translation in dive
Added some code to support run->hit transitions. Shelved for the moment
Reduced game host process connection time from > 1000ms to < 70ms
Added original head blendshapes source file
Tweaked terrain parameters
Improved and optimized road network generation
More diagnostics
Better network statistics
Slightly increased max terrain height mismatch on rad towns 1 and 2 (helps finding spots on mountainy seeds)
Increasing NET_GetStatistics verbosity
Allowed rad towns to spawn in the tundra biome
[zombies] changed build indicator
More nature prefabs. Custom map scaled from 8k, to a more natural 5.4k.
Started networking new player classes badly.
* Fixed GMpublish.exe update -icon not working
* Updated GMad.exe to latest version from GitHub
* Fixed a few compile warnings
Removed now unnecessary tags from properties in custom shaders (RC3)
Added env reflection occlusion and horizon fade params to Rust standard shader
Removed bent normal map; not worth the extra storage
- Skills can now be marked as passive
- Passive skills no longer show up in the skill hotswap list
- Skill hotswap list can now be navigated