130,588 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Skin texture load memory management fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed multi-material editing for packed materials
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated native plugin (Linux)
 
                
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                Scene stuff
Softer, more natural lighting test
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added conditional packed map keywords
Added texture packing processor and tracker (wip)
Added packed version of standard layers; base layer first
Renamed packed standard shader
Increased time tolerance for terrain texturing runtime support map generation verbosity
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed bright code-lock open/closed lights when non-lit; switched transparent materials to opaque (needed shadow)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merged in terrain texturing edit-mode verbosity mitigation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Optimized EntityRealm.FindInGroup (saves around 30ms per network group leave)
Eliminated GC from client side entity group switching
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                New south road
Various other things
 
                
                
                
                
                
             
         
        
            
            
            
                
                More song tweaks
NPCs trigger music intensity changes less aggressively
Max music volume is much more reasonable
Separate in game and in menu music volume sliders
Cleanup some old unused files
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Lots of little mix tweaks and sound polish
 
                
                
                
                
                
             
         
        
            
            
            
                
                Recreate empty client network group provider when leaving / reconnecting server
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed Rust.Data error when building plugins somewhere other than Windows
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tier 3 workbench: fbx/prefab/lods/gibs/textures/etc
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Some more work on STRIPS planner based npcs. They can now use cover more intelligently, will try to dodge when you aim at them, be more stressed about leaving their home base and do less hunting/chasing (feels more tactical when they prefer cover). Lacks idling atm.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Lowered maxtickspersecond default value to 300 (from 1000)
Increased maxpacketspersecond default value to 1500 (from 1000)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Overwrote baseball cap with player hair prefab and overwrote bandana and balaclava with player facial hair prefabs. Tested on craggy island map. 
 
                
                
                
                
                
             
         
        
            
            
            
                
                More details in combat log when rejecting attacks for various reasons
Network++
 
                
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                Updated native plugins for Linux (built with older version for backwards compatibility)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Rocket factory grounds / dressing progress / silo COL, LOD's, prefabs / grounds loot spawners
 
                
                
                
                
                
             
         
        
            
            
            
                
                fix for 3rd person weapon animations not playing
 
                
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                3rd person player anim tweaks
 
                
                
                
                
                
             
         
        
            
            
            
                
                3rd person player anim tweaks 
 
                
                
                
                
                
             
         
        
            
            
            
                
                More AI Planning experiments. They now seek cover when they run low on ammo and reload, they will know when they're partially in cover, advance their cover toward your position or retreat in cover when hurt.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Ai planning experiments continues. Added Idling and some tweaks.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increased density of position samples (but not calculating path to all of them).
 
                
                
                
                
                
             
         
        
            
            
            
                
                AI Planner: Idling being less stupid, more vivid memory of recent targets and better equipped to deal with unseen attackers.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Rocket factory dressing / added overgrowth inside rocket factory / moss
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed up some server vs client stuff in ai.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed bow sometimes spamming RPCs to server
 
                
                
                
                
                
             
         
        
            
            
            
                
                Rocket factory / added moss inside the rocket factory building
 
                
                
                
                
                
             
         
        
            
            
            
                
                Deployables only decay when they're outside (no roof / overhang above them)
Decay timer no longer resets when objects are interacted with (e.g. opening storage containers, still resets when repaired)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Some more cleanup of ai code.