111,294 Commits over 3,928 Days - 1.18cph!
Underwater divesites update
Underwater rock formations update
ready to place prefabs for underwater plants
tweaks to ocean color extinction (reviving some shades of blue and red)
greatly reduced aimcone on compound bow
Added compound bow to DM loot table
Merge from procgen_native
Added native monument biome transfer
Backup of some irrelevant changes that can go live this month (rest in shelves)
Added rigged world compound bow
Fixed arrowheads on viewmodel
Added rigged model to entity
reduced spec level on material
Bandit town Scene2Prefab (ai prefab changed).
more WIP on Bandit guard AI.
underwater plants movement tweaks
Underwater foliage spawn files/properties
Underwater plant art files (models/textures/mats)
compound bow functionality
compound bow functionality baseline
updated lods, added worldmodel prefab, nudged draw bow sounds
tweaked ironsight to match anim better,
added sounds and anim events,
updated skinning of strings,
updated prefab
[d11] add a rough integration of the MiniUDP library (needs optimisation), just to try out, though it seems to work better than LLAPI.
Small tidy up to LLAPI stuff, there's no unsafe code any more. Increase packet buffer sizes as it's likely to run out during level loading.
Fixed previews not removed when switching types in workshop #RUST-72
fixed NPCVendingMachine sometimes becoming out of stock on server restart
[D11.AC] Quick fix for water/terrain rendering on PS4
[D11] Added new define D11_UNET in build defines, forceDebug=true to enable profiling, and message saying build complete!
[D11] Removed hardcoded IP address that somehow got committed?
[D11] Added define D11_UNET to allow switching between RakNet/UNet, also packet size changes and port change needed for xb1