108,308 Commits over 3,867 Days - 1.17cph!
Changed torch animator so both lit & unlit states work on one layer
Simplified Scene2Prefab to reference GameObjects instead of pathnames
Can have multiple Scene2Prefab's per scene
Scene2Prefab's don't have to be root objects
Translate initializes automatically on first use
Added Transform.GetSiblings<T>()
Server browser WIP
Added LocalizeText component (for localizing a UI.Text)
Mixing terrain splat normals with base terrain normals for more pronounced and detailed hill lighting
Fixed new issue of not being able to hit objects with torch when lit
Re-enabled threading in-editor
More detailed checksum mismatch logging
Made noise library use native implementation if possible, otherwise use managed fallback
Fixed terrain atlas set not saving slots
Fixed terrain atlas generator not forcing read/write texture import settings
Updated ProfileProceduralMap
Forced alphabetical order when spawning decor types
Protocol++ (network + save)
Converted TerrainTreeBatch to the new fast getter and setter in b20
Made clientside tree placeholders move when their owner entity is moved (fixes trees at origin, invisible trees)
Applied adjustments to the spawn handler object in the procedural map scene to the spawn handler prefab
Fixed how AI decisions calculate target intensity.
Started refactoring AI decisions.
tired / angry state animations for the wolf idle/walk/run
added flinch animations for the wolf.
Change torch attack sound when lit
Switched noise generation to managed backend (debugging)
Missing changes from ak74u first pass
Adjust waterpipe shotgun attack volume
Modified melee ranges to be shorter (and spear to be slightly longer)
Increased melee cone for spears again, decreased melee cone for rocks
fixed key lock status not showing
key lock is default blueprint
Fixed errors in PlayerModel scene
First pass at ak74u sounds
fixed player not moving his feet when taking really quick short steps.
Disabled world checksum kick, logging instead
RustBuilder - log exitcode with log file extract
Always log checksum if in-editor
Made procedural generation modular so that each part can be used standalone
Forced GameManager prefab lists to be sorted by name for cross-compile consistency
Fixed some blueprint weirdness
Fixed cargo plane not networking its position
Merged changes from main.
halved radiation damage
rock has wider attack cone
Building block guide now uses the right skin
Fixed building block placement being akward, broken
bandage and low grade fuel are default again
wooden spear no longer takes cloth to craft
Fixed splats not updating in legacy terrain
Updated RustNative
Updated prefab scenes
Switched TerrainNoise to double precision (using native backend by default again)
Protocol++ (network + save)
Client - also output warning on map checksum join error
Fixed input weirdness when opening a menu (using an entity twice etc)
Fixed it so you can stay ducked when a menu is opened
Disable EAC when running server in the editor