111,293 Commits over 3,928 Days - 1.18cph!
Junkpile Scientists are again hostile to those that get too close.
Improved range accuracy when collecting sensory data.
Added convar to enable/disable foot ik for NPCs.
Improved offset in navigation agent, a cheap way of making NPCs hover less above the ground.
Finished water refactor for the most part, w/ all new features now working
Ocean, and other water bodies are now a separate game objects from Water system
Water reflection probe now created at runtime
Fixed probex in edit mode
Fixed deferred decals adding cmdbuf multiple times
Nuked deprecated script
fix for weird box behavior on rhib
compass no longer displays over inventory
BBQ exploit fix
Small refinery can no longer be fully submerge underwater
compass button added (default c)
menu options for compass off/on/toggle/hold
Updated LZ4 (second attempt)
Added Rust.World and Rust.FileSystem asmdefs (used in world SDK)
Moved checksum class to Facepunch.System
Removed bridge topology, added swamp topology
New world serialization format
Reduced temporal AO-related flickering
Mitigated water z-fighting on terrain near coplanar to water level
merge from paddle_holdtype
Dredge texture/UV update / Added railings and hanging tires
vm jackhammer placeholder anims
vm animator and prefab setup
Fixed door sound effect errors on static maps
Removed MRT blending fallbacks (dx9, gl2)
Enabled tod scattering in edit mode
Water refactor for runtime water body instancing, dynamic changes, edit-mode support, multiple cameras (wip)
Fixed the fix and exposed some temporal params
Updated GTAO/AO2 to latest; now <1ms on gtx 970/1060 at 1080p
Fixed compass modifying material asset
Hapis refinery update progress backup
Updated bandit town cabins
Hapis refinery update work
Fix a potential NRE/NavAgent error in Sensory System.