240,138 Commits over 3,837 Days - 2.61cph!
Disabled shader warmup by default on OSX (run with -shaderwarmup 1 to enable it)
Deleting and ignoring /.vs
Savas loot tweaks. Quicker respawns.
KnownBuildings and misc touchups.
Conventional Savas load fix.
-merged in new camera on main
-Camera: Standard with B&W2 height adjustment plus fixes for running straight into a wall
-merged with main
Added shaderwarmup convar (run with -shaderwarmup 0 to disable it)
Renamed warmupmode convar to assetwarmup (now only affects asset warmup, not shader warmup)
Perceived/Known Units and Perceived/Known Smart Objects in Unit+Senses and DM are now optimized.
Known Smart Objects in Group+Knowledge is now optimized.
Work in progress on optimizing Alloc/Dealloc/GC-issues in DM and Unit+Senses.
fixed heli bullets visually penetrating bases
added heli.lifetimeMinutes, set to 0 to disable helicopter
if helicopter takes damage to tail rotor or engine, it sticks around for another 2 minutes
Added LogString Action
Added GoToDistance Action
Added AddEffect Action
Added numerous actions and considerations for basic combat
Switched main camera to render to texture
WIP on new scoring
5.2.0p1
Campfire prefab tweaks
Island 001 topo tweak
Fixed LitSmokeEmissiveFlame shader compile error on OSX
EntityViewEditor with InteractionPosition editing stuffs
Added out-of-memory tag to remote logging (to identify issues that follow OOM)
Fixed gUserMinAniso < 1 occurences
Added socket back to survey_crater_oil (cc Scott, I think)
Fixed mushroom / hemp pickup effect having pebble particles
Fixed performance tracking prefab not being spawned in the editor
Fixed some decal projection distances
More InteractionPosition stuff
Fixed hang/crash when changing quality setting in GL/OSX
Rust.Application.isLoading is true when the map is loading
Rust.Application.isLoadingSave is true whenever a save is loading
Subscription/InteractionPosition tweaks, ActionChain constructor overloaded to take Behaviour
senses tweak and more hooks
More server time warnings
Better item drag and drop on behaviour with items with slots
Keypad.Period toggles DOF now (instead of Keypad.divide)
Metal and stone barricades can no longer easily be destroyed with arrows
Fixed deploy volumes of all external walls being far too small