202,071 Commits over 4,171 Days - 2.02cph!
Fixed compile error in PlayerModel (forgot a little bit wrt BoneFollower removal).
Quickfix attempt for BoneFollower removal in WeaponOffsetEditor.
Savas splat texture metas.
Merge from snow_biome_revamp
Entity log window title content fix
Fixed AIDebugger.GetPreviousBestModule causing crash when activeSimTick is 0
Monument randomization script improvements and fixes
Added randomization scripts to ice lakes
Added ice lakes to map generation
Disabled compression on lake prefab scene terrain maps
Re-saved lake scenes / terrain assets
Reverting new changes that have been moved to the branch.
Fix for foliage bug introduced in
23073
Merged from Diogo changeset (23093)
fixed constant pingponging between player instigated GPV and non player one
Added map grid ref overlay
Rivers and roads check topologies in a radius when finding their paths
Barricade placement tweaks (concrete, stone and sandbag)
High external walls and gates require some space between them when placed parallel to each other (i.e. when stacking them)
leaderboard/league entry stuff
playerdatabase.resetElo server command
AI logging improvements, added post process step at the end of each simtick to deal with parenting
Fixed databrowser persisted asset selection causing bad cast errors
Removed ability to create gang. Removed ability to create emblem.
Fixed decision logs not being post processed
Nixed stupid tick id thing
AIDesigner resets canvas pan offset when selecting a new module
Added and updated prefabs for hair style 1, style 2, female and male armpit and pubic hair, female and male eyebrows, facial hair style 1 with morph targets
Added temp icons for prefabs
Removed old and erroneous files
fix for league table result range
disabled feedback button in Editor cus I keep clicking it by mistake
Adding parts of the new road generation algorithm (much faster and better looking, not 100% continuous yet)
Removed nulled module from mushrooms effect
some placeholder league table UI setup
Tweaked shadow refl occlusion to avoid undershadowing (RUST-1771)
Roads avoid being split by monuments and prefer going around them (until I add monument road connection points)
items now have a DispensedBy field.
people won't drop dispensed items while taking them from the dispenser.