201,872 Commits over 4,171 Days - 2.02cph!
Fixed node hotspots cannot be seen during med-high fog (RUST-1777)
cluttery deployables spawn as blueprints in barrels instead of the object
Fixed initial resource spawn distribution ignoring PrefabParameters.Count
fix for radial marker
skin approval
bradley APC back to 1000 - better too hard than too easy
missing explosion sprite texture
Back to previous near view ssao values
removed debug.log
missing files
More tree stuff.
Pre-cleanup.
Presumably fixed NRE in MaterialSwap (miner hat)
Phone can kind of send messages to another phone now.
hacky keycode double entry fix
Making item receive task able to drop items into gang safes and so on
Enabled water SSR tracing behind objects to help mitigate visible gaps
Improved some mission parameter stuff
Shared context mission work
Simplified - Decided missions don't actually need to know about THE package, and just knowing about the definition rather than the instance is enough. If missions end up with multiple packages, they can be different types (or the code can be updated).
Delivery mission task work
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Added ActiveEmote keyword
Fixed bad priority dropdown in interaction lists
Various UI tweaks
Added interiors post volume
Added button to open module in designer from the AI debugger
Animal/Combat/Defensive scoring fixes
Agent's active GPV will drain score from it's GoalPlan once momentum hits 0
Minimum momentum drain rate is now 0.01 (up from 0.001)
Fixed bugs created with vm Bow update, Reverted bow anim changes, re-updated to latest rig and mesh
Fixed game not being paused on gameover
green vertex channel is now used to offsync movement in foliage
BaseTest, TestUnitExplosion
Removed memory profiler because its not compiling
greyboxed >
cage module (prisoners/slaves transport)
short flatbed and long flatbed modules (storage modules)
update UI, fix hover area for menu button
added timer blinking anim
Forced bias fallback only for alpha