200,181 Commits over 4,140 Days - 2.01cph!
Fixed bright code-lock open/closed lights when non-lit; switched transparent materials to opaque (needed shadow)
Merged in terrain texturing edit-mode verbosity mitigation
Actually fixed BEFORE-828
Remove crimes from criminal
Optimized EntityRealm.FindInGroup (saves around 30ms per network group leave)
Eliminated GC from client side entity group switching
Viewmodel source update to latest rig
Entity manager now subscribes GameInstance to all new entities OnTagChange callback
Fixes for menu buttons stopping standalone games working
checking in broken grabber damage code for later
Fully integrated the new payphone model
Made game options screen accessible from the in-game options (escape) menu
Logging to attempt to catch NRE in Wearables loading
Merge nav_generate from upstream
CNavMesh::SampleStep won't return as completed until all walkable seeds have been visited
New south road
Various other things
More song tweaks
NPCs trigger music intensity changes less aggressively
Max music volume is much more reasonable
Separate in game and in menu music volume sliders
Cleanup some old unused files
Better interactions, but interactable colliders now MUST be on the Interactable or LootDrop layer. Have updated all the existing ones.
Better, simpler interactions. And doesn't require things to be on the Interactable layer like in my test branch
Improved door interaction
Fixed main menu UI. I broke the interaction accidentally by removing a reflection method it used.
Lots of little mix tweaks and sound polish
Cleaned up a bunch of statics that never got cleared correctly, causing weirdness and exceptions if quitting a game and rejoining on the client
Added a transitional "unload" scene before reloading to Bootstrap. Quitting in editor is weird though, and 'unload' scene reappears, saying it's loading.
Recreate empty client network group provider when leaving / reconnecting server
Fixed Rust.Data error when building plugins somewhere other than Windows
removed exhausted anim paramater from worn out
Tier 3 workbench: fbx/prefab/lods/gibs/textures/etc
wip combat chain / unitview fixes
Block now does -1 damage not +1 ;)
Some more work on STRIPS planner based npcs. They can now use cover more intelligently, will try to dodge when you aim at them, be more stressed about leaving their home base and do less hunting/chasing (feels more tactical when they prefer cover). Lacks idling atm.
Fixed bad handling of game speeds
Lowered maxtickspersecond default value to 300 (from 1000)
Increased maxpacketspersecond default value to 1500 (from 1000)
Overwrote baseball cap with player hair prefab and overwrote bandana and balaclava with player facial hair prefabs. Tested on craggy island map.
CommandBlock and combatchain rework :/
TimeManager reset bits I forgot
More details in combat log when rejecting attacks for various reasons
Network++