30,484 Commits over 3,836 Days - 0.33cph!
Removed some deprecated scripts
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Cherry picked imposter bake fix from bandit_town
Attempt to optimize navmesh carving with respect to building.
rhib uses updated passenger animation not holding invisible bench
NPCs now respect aggression range better when receiving noise sensations.
Another fix for number of junkpile scientists that can spawn in the game at once.
Added hapis old rock cave prefab for modders working to restore old procgen maps
Added generic sitting 360 pose (hands not gripping chair) and added to player animator
Junkpile Scientists are again hostile to those that get too close.
Improved range accuracy when collecting sensory data.
Added convar to enable/disable foot ik for NPCs.
Improved offset in navigation agent, a cheap way of making NPCs hover less above the ground.
fix for weird box behavior on rhib
compass no longer displays over inventory
BBQ exploit fix
Small refinery can no longer be fully submerge underwater
compass button added (default c)
menu options for compass off/on/toggle/hold
Updated LZ4 (second attempt)
Added Rust.World and Rust.FileSystem asmdefs (used in world SDK)
Moved checksum class to Facepunch.System
Removed bridge topology, added swamp topology
New world serialization format
Reduced temporal AO-related flickering
Mitigated water z-fighting on terrain near coplanar to water level
Fixed door sound effect errors on static maps
Fixed the fix and exposed some temporal params
Updated GTAO/AO2 to latest; now <1ms on gtx 970/1060 at 1080p
Fixed compass modifying material asset
Fix a potential NRE/NavAgent error in Sensory System.
Fix Junkpile Scientists not registering with Junkpiles properly.
Bundle loading API preparations for the world SDK
First pass support for runtime instanced generic water pools
compass displays ontop of scope/binocular/helmet overlays
Nuked deprecated gui layer component from camera
Removed non-mrt blending path on a few shaders and water rendering