127,419 Commits over 4,109 Days - 1.29cph!
Scene stuff
Softer, more natural lighting test
Added conditional packed map keywords
Added texture packing processor and tracker (wip)
Added packed version of standard layers; base layer first
Renamed packed standard shader
Increased time tolerance for terrain texturing runtime support map generation verbosity
Fixed bright code-lock open/closed lights when non-lit; switched transparent materials to opaque (needed shadow)
Merged in terrain texturing edit-mode verbosity mitigation
Optimized EntityRealm.FindInGroup (saves around 30ms per network group leave)
Eliminated GC from client side entity group switching
New south road
Various other things
More song tweaks
NPCs trigger music intensity changes less aggressively
Max music volume is much more reasonable
Separate in game and in menu music volume sliders
Cleanup some old unused files
Lots of little mix tweaks and sound polish
Recreate empty client network group provider when leaving / reconnecting server
Fixed Rust.Data error when building plugins somewhere other than Windows
Tier 3 workbench: fbx/prefab/lods/gibs/textures/etc
Some more work on STRIPS planner based npcs. They can now use cover more intelligently, will try to dodge when you aim at them, be more stressed about leaving their home base and do less hunting/chasing (feels more tactical when they prefer cover). Lacks idling atm.
Lowered maxtickspersecond default value to 300 (from 1000)
Increased maxpacketspersecond default value to 1500 (from 1000)
Overwrote baseball cap with player hair prefab and overwrote bandana and balaclava with player facial hair prefabs. Tested on craggy island map.
More details in combat log when rejecting attacks for various reasons
Network++
Updated native plugins for Linux (built with older version for backwards compatibility)
Rocket factory grounds / dressing progress / silo COL, LOD's, prefabs / grounds loot spawners
fix for 3rd person weapon animations not playing
3rd person player anim tweaks
3rd person player anim tweaks
More AI Planning experiments. They now seek cover when they run low on ammo and reload, they will know when they're partially in cover, advance their cover toward your position or retreat in cover when hurt.
Ai planning experiments continues. Added Idling and some tweaks.
Increased density of position samples (but not calculating path to all of them).
AI Planner: Idling being less stupid, more vivid memory of recent targets and better equipped to deal with unseen attackers.
Rocket factory dressing / added overgrowth inside rocket factory / moss
Fixed up some server vs client stuff in ai.
Fixed bow sometimes spamming RPCs to server
Rocket factory / added moss inside the rocket factory building
Deployables only decay when they're outside (no roof / overhang above them)
Decay timer no longer resets when objects are interacted with (e.g. opening storage containers, still resets when repaired)
Some more cleanup of ai code.
Fixed hair inset shadows
Fixed hair temporalAA filtering
Fixed ShadeVertexLights overload issuing wrong path; touched affected shaders
Cherry picking shader changes from /main/hair