34,523 Commits over 4,232 Days - 0.34cph!
Added particle collision lod to remaining explosions
auto turret loses target when it goes out of range
Fixed ragdoll root not following ragdoll bounds; affected lod, fly swarm (RUST-1700)
Attempt at fixing RUST-1765
Fixed NRE caused by visibility lists not empty when joining a server after demo play
added smoke effects to bradley treads
More item description updates
Set nav_grid to false by default
When loading the map from cache, prefabs spawn async to avoid stalling the client for a long time
Cleaned up asset FileSystem_Warmup by removing unused code
Eliminated some tiny GC allocs from nested coroutines
A couple more checks, just to be on the safe side.
Check neighbour navmesh cell as valid target before we attempt to generate a link in that direction.
Generate links async and with a queue, that we can control how many links we generate each frame.
Set nav_grid to false by default.
Add blend type option to rust/std terrain blend shaders, complex (default) and vertex alpha (simple)
merge from main/bradley-sounds
Perf fix for occludable sounds with local voice limiting enabled
Cleanup duplicated MainCannonAttack prefab
Rewrote rebake logic to use the bake heap.
Cells and layers are now aware they're in the bake heap awaiting baking.
Updated the bake heap comparer, that it more reliably prefers cells close to players.
fix for broken head collider
Updated Facepunch.Unity (fixes manifest download sometimes silently failing)
Added a fix for the potential of navmesh sources to go invalid over time (so we check them before we bake).
A slight improvement to animal flee behaviour and speed related to angle of next position.
vending machine really no longer drops items
fixed condition not visibly scaling consumable properties in info panel
fixed tooltips getting stuck
Using steering target to judge angle of movement change works better than next position on the nav agent.
Subtracted player model changes
Softer lighting via less intensity + more exposure + reduced ambient saturation
skin approval
a million mounted fixes
thompson has reduced aimcone
Adaptive shadow bias to fix shadow offseting; touched all rust/std shaders
Increased directional light initial shadow bias to address flat surfaces
Fixed shaders other than terrain not getting adaptive shadow bias
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Eating raw fish no longer makes the player puke
Switched EAC launcher to the new minimal official one (easier to debug for them, less fucking around for us)
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tweaked walk/jog animations
added 3rd person waterbucket animations
added 3rd person camera animation
updated weapon override controllers
Improved adaptive shadow bias to scale according to texel-to-world ratio instead of distance
Touched all relevant shaders
Fixed flashlight attachment showing gun shadow all over the place
EAC launcher fixes (needs x86 lib)
Enabled grass shadow casting by default (gfx menu toggle soon)
Added custom shadow path to foliage shader
Added foliage shader ability to override shadow bias, shadow intensity and shadow alpha LOD bias
Tweaked overgrowth material