127,157 Commits over 4,109 Days - 1.29cph!
protocol++
ui tweaks
fixed player preview with new light modes
made health/calories/hydration functional
fixed time using device time
Merging UI Reboot into main
Multi-threaded atlas generator
Fixed RustBuild not always reporting build errors properly
Fixed atlas gen compilation warnings
Fixed base normal map sample in legacy terrain
Fixed net_env being disabled
Removed some unused files from the base project folder
Fixed serverbrowser not working
Fixed leather sleeping bag missing rename dialog
updated radiation to work somewhat properly
Reapplied changeset 5154 to UIScene
Split UI into pixel-perfect and scaled parts (required for FPS graph, testing for branding)
Changed ParentRedirect to AIObstacleRedirect
Strip some unused components from trees if clientside
Unity keeps modifying this
Added spawnable component to loot barrel 2
Made spawn handler log an error if a prefab does not have a spawnable component
Forgot early exit if no spawnable component is present
Fixed corner case in atmospheric blend; pending robustness testing
Added Prefab.LoadRandom
Added GameManager.CreatePrefab overloads that take a parent transform
Added RandomDecor class
Made all ICullable components get removed serverside
Moved mushroom prefabs to decor
Added randomized mushrooms to a certain tree prefab (test)
Fixed corner case properly following broader robustness testing
Fixed menu not hiding when creating game in editor
Fixed dialog not swallowing keys
Can escape out of dialogs
Redesigned sleeping bag dialog
Redesigned code lock dialog
Code lock dialog has beeps
Sleeping bag rename dialog selects input area, fills in current value
Added Rust.Application.isQuitting
Hangar building 1 - LODs,collision,prefab scene and some texture tweaks.
Proper item description translations
Fixed translations breaking newlines
Fixed sleeping bag options not showing if locked by timer
Fixed sleeping bag not renaming is name is long/short
Made spawn in sleeping bag spawn in the right sleeping bag
Fixed sometimes respawning where you died
Added level randomization scripts (toggle objects on monuments, spawn seed-synchronized clientside objects)
Added missing prefab references to prefab scenes
Added second ranomized entrance to radtown_small (test)
Added third game manager (only used for decor if inside the editor)
Fixed all decor having stripped meshes inside the editor
Merged NPC steering changes.
Fixed AIObstacleRedirect merge problem.
Fixed drag icons from belt bar not showing
Fixed belt bar movement on click/drag
Inventory menu selected items get unselected properly
Fixed inventory contents sometimes being all shirts
Optimized inventory network updates when moving +stacking items
Added grass to LegacyLevelTerrain
Added grass to TestLevel because why not
radiation changes back in
Added missing references finder util
Fixed a bunch of missing references
Forgot to check in the updated roof materials for stone roof
Fixed how AISense handles AIObstacleRedirect.
Increased blueprint scrollwheel sensitivity
Fixed blurry steam avatars
Made rad town placement attempt upper bound more sane
Switched some fragment level tex2Dlod to tex2D for performance + a super tiny shader opt
Added explicit Linear texture option to AssetStorage.Save and TerrainMap; enabled bypass RGB sampling in a couple NormalTexture
Enabled back blending between base normal map and splat detail normals (now fixed)