127,279 Commits over 4,109 Days - 1.29cph!
A whole lot of dressing optim and distance tweakage
updated wood worldmodel & lods
Fixed rocket scaffolding loading issues
RUST-1726 - Missing walls / floor at military tunnels
Really fixed grass missing on first connect (RUST–1719)
Less absurd ore spawns on Hapis
Manifest
RUST-1711 - invisible wall / blocker / fix attempt
Can quick-autocomplete in console with tab
Autocomplete no longer prevents going back in the command history
added F8 framerate rainbow
decreased analytic update frequency
added performance analytics
reverted to blueprints
reverted recoil changes
re-added half block
made raiding impossible and really easy
made all cheating impossible
removed all rng
Additional LOD's for ceiling supports
Tweaked culling/LOD distances
Grass quality setting affects new grass
Increased culling distance for walkways / prevent them from disappearing in plain view
Grass LODs fall off with 3D distance instead of 2D distance
Reverted previous changes (sorry guys not ready, maybe next patch)
Set walkway mat to two sided
Re-painting airfield alpha splat
removed some static road bits before airfield entrance
More console autocomplete / history improvements
adjusted barrel spawn rates
It helps to include the spawn files.
added special loot to launch site rooftops
increased barrel spawns at launch site
added repair bench, recycler, research table to launch site
added radiation pockets to launch site
fixed helicopter NRE when disconnecting
fixed NRE on static repair bench when changing skins
added eye bone to helicopter for spectating
sealing on of the lift doors to avoid falling to death
fixed player not showing the correct hold pose when he's carrying certain guns.
Make sure actions don't execute on plan generation, but is reserved for plan execution.
Flesh out Scientist HTN a bit more for better plan generation testing.
More progress on HTN in Apex.
Disabled Dynamic Navmesh in world/ai.prefab.
Bootstrap tests whether DynamicNavMesh.Instance.enabled
Added a local version of the dynamic navmesh, where each npc update a local navmesh around them as they move around (experiment).
Load balanced the Local Dynamic NavMesh baker, that we can better guide what ms budget they're allowed to spend each frame.
Enable/Disable Dynamic NavMesh on bundled/world/ai.prefab now controls whether Local Dynamic NavMesh is used (only if full Dynamic NavMesh is disabled).
AI put to full dynamic navmesh mode.
Removed strips planner.
Removed StagPoint HTN system.
General branch cleanup.
Let's not forget to commit the deletes...
Set up Think AI to reflect that on main.
Merged branch to main (Humanoid Npc Planner). Scientist npc wip, cover system, local dynamic navmesh, htn planner wip.
LocalDynamicNavMesh should be server only.
Let's encapsulate with UNITY_EDITOR more correctly.