243,021 Commits over 3,898 Days - 2.60cph!
added and animated sewer hole vent for sewer hole environment/test court
PBS version of speetree shaders for Petur; Rust/Nature/SpeedTree
Reduced game startup time considerably by not compressing sprite data.
Changed the calculation to pick stand position when shot is out of range for a standard hit - this reduces run distance
Games now load asynchronously.
Fixed error when trying to wear the hide poncho
- Added skill icons to skill hot swap screen and fixed text colours
- Hot swap skill panels now show bound gamepad buttons
- Can now actually equip skills using the new system!
Fixed translation in dive
Added some code to support run->hit transitions. Shelved for the moment
Reduced game host process connection time from > 1000ms to < 70ms
Added original head blendshapes source file
Tweaked terrain parameters
Improved and optimized road network generation
More diagnostics
Better network statistics
Slightly increased max terrain height mismatch on rad towns 1 and 2 (helps finding spots on mountainy seeds)
Increasing NET_GetStatistics verbosity
Allowed rad towns to spawn in the tundra biome
[zombies] changed build indicator
More nature prefabs. Custom map scaled from 8k, to a more natural 5.4k.
Started networking new player classes badly.
* Fixed GMpublish.exe update -icon not working
* Updated GMad.exe to latest version from GitHub
* Fixed a few compile warnings
Removed now unnecessary tags from properties in custom shaders (RC3)
Added env reflection occlusion and horizon fade params to Rust standard shader
Removed bent normal map; not worth the extra storage
- Skills can now be marked as passive
- Passive skills no longer show up in the skill hotswap list
- Skill hotswap list can now be navigated
[zombies] remove other junk too when building wall, can build on top of dead soldiers
[zombies] destroy items under a wall when building one
[zombies] cant build on top of a soldier
[zombies] started on building, tried to prevent soldiers from getting stuck when pathfinding