197,071 Commits over 4,110 Days - 2.00cph!
Remove some duplicated work done updating nameplates so it's only done once per frame
Other optimizations to try and get nameplates to not be as slow
ensure shaders are included
Cow animation update (walk)
- When staying in cover, try to hold a likely angle the player could come from
- Fix scientist sometimes leaving their zone for a cover super far away (when they use the old cover system as fallback)
- More navmesh blockers on oilrig small to prevent scientists wasting their time testing destinations inside geo
Fixed issues opening menu
Fix a rare bug where F1 killing would start the 60s kill cooldown, but not actually kill the player.
(could happen if the command is entered precisely while entering the incapacitated state)
Save us 20 ms when leaving a server. Present in the current game.
Split menu enabling/disabling across a few frames with a coroutine. Handling those UI elements is heavy.
Throw 'disconnected' toast when leaving a server.
More arctic tuning for when the sun is low.
Less fog overflow out of the arctic biome.
Fix connecting to same server multiple times in a row not firing off "OnLobbyGameCreated()" callback
Store, Inventory fixes for floating footer
Remove allocs in flanking state
Make leaving zone during rush more robust
Overcast improvements.
Minor SSS tweaks on clear.
merge from print_light_counts -> main
Fix "Print Lights" doing both ddraw and printing light count
merge from main -> print_light_counts
merge from party_system -> main
merge from jungle_update/spatial-biome-fog/fogmethod1
Floating Header and Footer, inventory tweaks
- Remove nav blockers in small oilrig
- Cache zone on spawn
- Discard potential destinations out of zone when peeking or taking cover
- Don't flank targets out of our zone, or rush them, unless they got injured or an ally asked for help
- Add debug visualization for zone checks
- When leaving the zone for any reason, scientists should not filter points outside the zone anymore, or they'll be stuck
Various improvements to the `debug.lookingat` command - now works on more objects and displays more information.
Pilot Hazmat - WIP helmet model/materials
Floating cities greybox progress
Ensure they are both set to off
Adding cow animation exports and clip set up
Fixes for the crafted item and new item blur backgrounds
Use Application integration instead of my rubbish pipeline for those notifications
Initial setup for new AI zones (zones they don't want to leave unless they have a very good reason like pushing an injured player)
This is to avoid all the scientists going on the same floor to fight upon hearing the first shot, instead they should cover the entrances to their floor and only move between floors on special occasions
Previously this was done with navmesh blockers, but they prevent the scientists to ever pushing in another floor
Fixed NRE when connecting to a server
Give the player a notification in the menu if a new rust version has been released on Steam.
Pipeline to grab manifest changes with an event.
Disabled the CameraAtmosphericScattering component on the Main Camera prefab temporarily to fix visual issues
Fix scientists not shooting back when sniped from very very very far away
Hook up twitch drop data on the clientside