201,720 Commits over 4,171 Days - 2.02cph!
Stated looking at networking buildings
Fixed emission map not working
Rewrote network group updating to be more robust with entity parenting
Instanced shader for rocks
Camera culling tweaks
Disabled NavMeshObstacles on decor rocks (temporary, need to be enabled after spawn via a coroutine)
Island 1 navmesh
updated icons for rope and sewing kit
Water related server compile fix
Fixed shorts armour occupation
Automated Windows Build #468
Catch ands Retry schema download
use j instead of i inside j loops!
Automated Linux Build #469
Automated Windows Build #469
Fixed kill history recording incorrect unit as attacker.
Automated Linux DS Build #469
Car audio working again, sending sounds from client to server.
Stopped footstep sounds playing while driving cars - this isn't The Flintstones
Merging in vehicle camera smoothness branch.
Merging vehicle updates - multiple seats with driver/passengers, player models in cars
Plastic made me merge all in the last commit, just reverting this bay window I didn't mean to touch
Fixed vehicle seat merge issue
Fixed rivers not visible (RUST-1436)
Saner underwater overlay culling
Added console commands getbuf setbuf
enable sound occlusion by default
lr300 silenced gunshot
mp5 silenced gunshot
no hitmarkers when meleeing barrels
fix hitmarker not being affected by the right volume slider
updated bullet flyby sounds
misc minor sound polish
radiation balance for all clothing
rebalanced radiation at radtowns
fixed trashpiles not spawning on barren
adjusted barrel LOD's
increased gear spawn stack size
increased metal facemask and chestplate cost
added hazmat suit spawn chance in crates
fixed junkpile despawning while players are nearby
FOR FUCK SAKE tweak ship, initial setup for buoyancy
FOR FUCK SAKE tweak ocean
FOR FUCK SAKE stuff to fix ship (?)
FOR FUCK SAKE force update ship[
Stop trying to load vaudio_miles binary
Automated Linux Build #470
Automated Windows Build #470
Spawn groups scale up their respawn rate with increasing player counts
Added spawn.player_base convar (base player count from which on we will scale up the loot respawn rate)
Added spawn.player_scale convar (how much to scale up the loot respawn rate with increasing player counts)
Added spawn.scalars console command (displays the current spawn scaling parameters)
Automated Linux DS Build #470
minor eq tweaks to a few sounds
reapply no melee hitmarker change to radtown loot barrels
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Do not ship overrides/ empty fallbacks/ folder to Steam
made carry pose non looping to fix weird whole body freeze with carrying deer
Automated Windows Build #471