124,928 Commits over 4,171 Days - 1.25cph!
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Fixed legacy skins occasionally not displaying correctly (RUST-17)
Added "Max Tree Meshes" slider to graphics options
[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.
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
[D11] merge from main + related fixes
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.
[D11] Add a D11JenkinsFile
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
[D11] Simplify for debugging
ai.move is false by default in the editor
[D11] Make D11Jenkinsfile use correct branch
Fixed blueprint icon sometimes being incorrect in loot UI
Small AI tweaks at Military Tunnels.
[D11] Re-disabled compression on server asset bundle build to improve build times, and re-added a line lost in the merge for applying script-overridden build defines (probably wouldn't have affected most people).
[D11] Fixes for new UI scripts causing serialisation errors on a bundle build.
[D11] Disabled anti-hack move validation on a server running auto-bot tests.
Fixed missing billboard on oak_e
Minor ai balance tweak for Military Tunnel.
[D11] WIP faster warmup with warmup bundle - needs bundles re-built with USE_WARMUP_BUNDLE enabled. Currently I call FileSystem_Warmup.run immediately after AssetBundleBackend is constructed, just for quicker testing.
Disabled graphics jobs on staging for side by side comparison with release
[D11] compute the pre-filtered warmup list from the prefabProperties list in the game manifest, at design time instead of at run time. It was taking a very long time to run on ps4 (45 seconds in debug)
change the standard asset bundles to chunk-based, seems to produce results that all fit within 4GB as long as you do a clean build by deleting the existing bundles (why is this?)