111,661 Commits over 3,928 Days - 1.18cph!
Hide vital warnings if they're not vital
Show main vitals in inventory menu
Wait two frames between world generation steps to guarantee UI refresh
Terrain map extension refactor
Reduced RAM usage by making some textures readonly once they're no longer required by the CPU
Reduced RAM usage by never turning biome and topology data into textures
Reduced VRAM usage by compressing the normal map at runtime
Fixed all chat being "text"
Fixed background blur in dev scenes
Fixed steamworks error on shutdown
Handle www error when downloading news images
Handle retry connection error when missing server address
Handle ConsoleSystem.Build when passed a null object
updated the some sound effect names so they match the other weapons
Fixed terrain normal texture scene connections and updated metas
added dryfire anims and sounds for all of the weapons;
fixed some clipping problems with the thompson reload
added ironsight animations for the pump shotgun
Changed normal texture importer format from bump to advanced + auto_compress; manual swizzle, consistent with runtime
Added andre's changes
Converted terrain normal map bake to tangent space (shaders need updating)
Made AssetStorage override previously stored PNGs
Switched terrain normal textures to compressed tangent-space; updated terrain and water shaders
AISense no longer adds redundant obstacles.
Confusing ConsoleSystem.Run refactor
NPC movement no longer creates garbage.
Option<T>.isEmpty no longer creates garbage.
Craft queue info in blueprint list
Right clicking blueprint cancels queue'd craft
NPC population logging now includes player count.
wm_ version of the pump shotgun.
NPC population is now logged just before respawning.
animations and sound effects all done for the view model pump shotgun
Switched some fragment level tex2Dlod to tex2D for performance + a super tiny shader opt
Added explicit Linear texture option to AssetStorage.Save and TerrainMap; enabled bypass RGB sampling in a couple NormalTexture
Enabled back blending between base normal map and splat detail normals (now fixed)
Made rad town placement attempt upper bound more sane
Fixed blurry steam avatars
Increased blueprint scrollwheel sensitivity
Fixed how AISense handles AIObstacleRedirect.
Forgot to check in the updated roof materials for stone roof
Added missing references finder util
Fixed a bunch of missing references
radiation changes back in
Added grass to TestLevel because why not
Added grass to LegacyLevelTerrain
Fixed drag icons from belt bar not showing
Fixed belt bar movement on click/drag
Inventory menu selected items get unselected properly
Fixed inventory contents sometimes being all shirts
Optimized inventory network updates when moving +stacking items
Fixed AIObstacleRedirect merge problem.
Merged NPC steering changes.
Added level randomization scripts (toggle objects on monuments, spawn seed-synchronized clientside objects)
Added missing prefab references to prefab scenes
Added second ranomized entrance to radtown_small (test)
Added third game manager (only used for decor if inside the editor)
Fixed all decor having stripped meshes inside the editor
Fixed sleeping bag options not showing if locked by timer
Fixed sleeping bag not renaming is name is long/short
Made spawn in sleeping bag spawn in the right sleeping bag
Fixed sometimes respawning where you died
Proper item description translations
Fixed translations breaking newlines
Hangar building 1 - LODs,collision,prefab scene and some texture tweaks.
Added Rust.Application.isQuitting
Fixed menu not hiding when creating game in editor
Fixed dialog not swallowing keys
Can escape out of dialogs
Redesigned sleeping bag dialog
Redesigned code lock dialog
Code lock dialog has beeps
Sleeping bag rename dialog selects input area, fills in current value