115,717 Commits over 3,959 Days - 1.22cph!
pumpkin and corn seed yield tweaks
Removed chinook drop zone from Outpost B3 (Hapis)
Added bandit town vending machines to Compound (Hapis)
Tweaks to loot spawns (Hapis)
Fixed pumpkins not showing during fruiting phase
Fixed underwater surfaces broken by combinedfog
Lower chance of getting multiple seeds from eating corn and pumpkins
[D11] merge from main + related fixes
health over time takes longer to convert into health
corn and pumpkin harvest time increased
Tweaked aim system a bit.
Convar'ed aim system variables.
Generated convars.
Tweaks to military tunnel.
Scene2Prefab Military Tunnel
Updated manifest.
Swamp and bandit town scene2prefab
Lowered LOD/culling distances on reeds and water lillies
[D11] [UI] adjusted the notifications so that player vitals related notifications are on the right, and removed bars on ones that didn't need bars. updated the health/hunger/thirst bars to match the mockup.
Added "Max Tree Meshes" slider to graphics options
Fixed legacy skins occasionally not displaying correctly (RUST-17)
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Continuing work on AI improvements.
mail box, search light, barricades, large furnace, furnace, small and large water catcher, repair bench, oil refinery and research table decay much faster
Workbenches now decay after a long period
Re-added Y axis camera movement smoothing
Some tweaks for camera movement inbetween physics frames
Added camera movement inbetween physics frames (test)
Cherry picking
28408 (Network++ & Save++)
Removed Y axis camera movement smoothing (test)
Improved protection of recycler at bandit town.
Scene2Prefab Bandit town.
Removed old deprecated NavMesh Grid from code.
Fixed junkpile scientists not attacking back when hurt.
Scene2Prefab Military Tunnels.
Tweaked scientist HP
Tweaked respawn timers at Military Tunnels.
Scientists throw grenades at Military Tunnels.
Another pass over animal roaming.
Updated scientist spawns at Cargo Ship.
More robust line of sight sensor for Scientists.
Fixed reload bug in non-moving scientists.
Updated scientist spawns.
Updated scientist spawns at Cargo Ship
Give up when no valid ocean patrol path has been found after
100000 iterations (instead of stalling the server forever)
Added ladder trigger prefab for Rust.World
Attempt to make action caching suck less
Initial setup required for AI spawning.
Fixed skins occasionally not displaying correctly (RUST-17)