33,505 Commits over 4,140 Days - 0.34cph!
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++)
Added camera movement inbetween physics frames (test)
Re-added Y axis camera movement smoothing
Some tweaks for camera movement inbetween physics frames
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
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Fixed legacy skins occasionally not displaying correctly (RUST-17)
Added "Max Tree Meshes" slider to graphics options
Lowered LOD/culling distances on reeds and water lillies
Swamp and bandit town scene2prefab
Tweaks to military tunnel.
Scene2Prefab Military Tunnel
Updated manifest.
Tweaked aim system a bit.
Convar'ed aim system variables.
Generated convars.
corn and pumpkin harvest time increased
health over time takes longer to convert into health
Lower chance of getting multiple seeds from eating corn and pumpkins
Fixed underwater surfaces broken by combinedfog
Fixed pumpkins not showing during fruiting phase
Removed chinook drop zone from Outpost B3 (Hapis)
Added bandit town vending machines to Compound (Hapis)
Tweaks to loot spawns (Hapis)
pumpkin and corn seed yield tweaks
Cherry picking
28293 &
28294
Also fixed missing billboard on oak_e_trundra
Fixed missing billboard on oak_e_trundra (missing files)
Tweaks to NPC aim system.
Another small aim tweak to NPCs.
Added occlusion culling graphics option (experimental section); on by default, mapped to culling.env
Removed some culling related profiler samples
Fixed terrain texture earray mip generation
Updated terrain texture array lods
Changed tree impostor draw layer; now properly toggled along with trees
Rowboat uses LOD Group instead of Renderer LOD
Fixed options menu not showing on first try
Nuked GC allocs in PostEffectsBase and ImageEffectComposite
ai.move is false by default in the editor
Fixed blueprint icon sometimes being incorrect in loot UI
Small AI tweaks at Military Tunnels.
Fixed missing billboard on oak_e
Minor ai balance tweak for Military Tunnel.
Disabled graphics jobs on staging for side by side comparison with release
Fixed impostor sometimes sticking around after tree is killed