128,894 Commits over 4,232 Days - 1.27cph!
    
    
    
        
            
            
            
                
                Disable EAC when running server in the editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed input weirdness when opening a menu (using an entity twice etc)
Fixed it so you can stay ducked when a menu is opened
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Client - also output warning on map checksum join error
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Updated RustNative
Updated prefab scenes
Switched TerrainNoise to double precision (using native backend by default again)
Protocol++ (network + save)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed splats not updating in legacy terrain
 
                
                
                
                
                
             
         
        
            
            
            
                
                wooden spear no longer takes cloth to craft
 
                
                
                
                
                
             
         
        
            
            
            
                
                bandage and low grade fuel are default again
 
                
                
                
                
                
             
         
        
            
            
            
                
                Building block guide now uses the right skin
Fixed building block placement being akward, broken
 
                
                
                
                
                
             
         
        
            
            
            
                
                halved radiation damage
rock has wider attack cone
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merged changes from main.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed cargo plane not networking its position
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed some blueprint weirdness
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made procedural generation modular so that each part can be used standalone
Forced GameManager prefab lists to be sorted by name for cross-compile consistency
 
                
                
                
                
                
             
         
        
            
            
            
                
                Always log checksum if in-editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                RustBuilder - log exitcode with log file extract
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Disabled world checksum kick, logging instead
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed player not moving his feet when taking really quick short steps.
 
                
                
                
                
                
             
         
        
            
            
            
                
                First pass at ak74u sounds
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed errors in PlayerModel scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                Modified melee ranges to be shorter (and spear to be slightly longer)
Increased melee cone for spears again, decreased melee cone for rocks
fixed key lock status not showing
key lock is default blueprint
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjust waterpipe shotgun attack volume
 
                
                
                
                
                
             
         
        
            
            
            
                
                Missing changes from ak74u first pass
 
                
                
                
                
                
             
         
        
            
            
            
                
                Switched noise generation to managed backend (debugging)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Change torch attack sound when lit
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                tired / angry  state animations for the wolf  idle/walk/run
added flinch animations for the wolf.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Started refactoring AI decisions.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed how AI decisions calculate target intensity.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Applied adjustments to the spawn handler object in the procedural map scene to the spawn handler prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                Converted TerrainTreeBatch to the new fast getter and setter in b20
Made clientside tree placeholders move when their owner entity is moved (fixes trees at origin, invisible trees)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Forced alphabetical order when spawning decor types
Protocol++ (network + save)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed terrain atlas set not saving slots
Fixed terrain atlas generator not forcing read/write texture import settings
Updated ProfileProceduralMap
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Made noise library use native implementation if possible, otherwise use managed fallback
 
                
                
                
                
                
             
         
        
            
            
            
                
                More detailed checksum mismatch logging
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Re-enabled threading in-editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed new issue of not being able to hit objects with torch when lit
 
                
                
                
                
                
             
         
        
            
            
            
                
                Mixing terrain splat normals with base terrain normals for more pronounced and detailed hill lighting
 
                
                
                
                
                
             
         
        
            
            
            
                
                Simplified Scene2Prefab to reference GameObjects instead of pathnames
Can have multiple Scene2Prefab's per scene
Scene2Prefab's don't have to be root objects
Translate initializes automatically on first use
Added Transform.GetSiblings<T>()
Server browser WIP
Added LocalizeText component (for localizing a UI.Text)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Changed torch animator so both lit & unlit states work on one layer