198,730 Commits over 4,140 Days - 2.00cph!
dunes model update + lod chain
[D11] Fix for debug camera (side effect of disabling mouse)
chainlink fence 3x1 LODs/COLs/Prefabs
excavator scene update
Burner max height set to 0, enabled terrain LOS check.
[D11] DTLS native logging now available in the release plugin for the server.
[D11][Tutorial] Added D11_FINAL_BUILD to client+server builds
Reduce max prison time, edit NPC counts
[D11][Tutorial] Fixed overlapping issue with tutorial objectives when opening inventory
[D11] Checking in before merging with main. Need to merge as server protocol has changed.
Fix AI fleeing code for bot players
project settings from upgrade
Icon sprites use "full rect" mesh type
[D11] UI wardrobe malfunction fix
prefab'd the rest of the excavator structure
pre set dressing scene organazing
[D11] DTLS allow self-signed certificates with the release plugin for local server dev convenience.
[D11] Support for win64 standalone D11 build
[D11] Update to latest version of LiteNetLib
[D11] Generate build features and pooled strings JSON during build for use in Rustworks.
Fixed disconnected players not getting their position updated on the client. IsActive checks on the client (active meaning connected) were overzealous.
fixed some UI shader
see thru highlight shader stuff
Fix build, update shadow and render scale options
Combined drug dealer character into a batch, and fixed missing teeth in all other batches.
Close UI if interactor dies
Break out of NPC interaction if they move too far from the player
Rocketlauncher
Pump source textures not as massive.
surface.CreateFont's maximum size is now 255 (from 128)
Cache combined meshes in TileView, enable GPU instancing on some materials
DHorizontalScroller no longer errors when its children are missing the ApplySchemeSettings hook definition
HandleAnimEvent now works for "ai" NPCs too
Fixed race condition in skin unloading that could corrupt loaded skins