124,932 Commits over 4,171 Days - 1.25cph!
A bit more work on Scientist AI.
Cleaned up plugins folder
Updated Facepunch.System memory pool to latest version
[D11] [UI] fix for old HUD null reference error
[D11] Get rid of _outgoingData not needed anymore.
Merge from swamp_tree_performance
Disabled read/write on a few textures (mostly trees)
[D11] Added ForceDebug=true to xb1 build to prevent crash on boot when using script debugging
Candles/damagedbooks/old sofa rgba textures - the .mat file isn't showing again.
Merge from main (manifest conflict)
Merged from main via branch (updated manifest)
Fixed skins occasionally not displaying correctly (RUST-17)
Initial setup required for AI spawning.
Attempt to make action caching suck less
Added ladder trigger prefab for Rust.World
Give up when no valid ocean patrol path has been found after
100000 iterations (instead of stalling the server forever)
Updated scientist spawns at Cargo Ship
Fixed reload bug in non-moving scientists.
Updated scientist spawns.
More robust line of sight sensor for Scientists.
Updated scientist spawns at Cargo Ship.
Another pass over animal roaming.
Tweaked scientist HP
Tweaked respawn timers at Military Tunnels.
Scientists throw grenades at Military Tunnels.
Scene2Prefab Military Tunnels.
Fixed junkpile scientists not attacking back when hurt.
Removed old deprecated NavMesh Grid from code.
Improved protection of recycler at bandit town.
Scene2Prefab Bandit town.
Removed Y axis camera movement smoothing (test)
Cherry picking
28408 (Network++ & Save++)