243,459 Commits over 3,898 Days - 2.60cph!
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
[zombies] changed some colors
Fixed weapon entities getting duplicated on load
Fixed admin_overlay warning
Fixed RPC cache bug
Disabled ddraw on server (precaution)
More diagnostics
- Added a skill hot swap panel, bound to Dpad right, that displays a list of all currently available/unlocked skills with name + icon
Updated poncho to reduce zfighting with shirt
- Switched back to test ship 3
- Added test ship 4