484 Commits by 13 Authors. 8,284 files added, 443 deleted, 385 moved.
31 December 2017
Diogo Teixeira
Fixed culling frame delay in fov changes
This commit has been marked private, so it is hidden
Added core/generic SRM packing variant
This commit has been marked private, so it is hidden
Pål Trefall
AI behaviour stuff./ai_behaviour
28 December 2017
Maurino Berry
skin approval
27 December 2017
Pål Trefall
Merged from main/ai_behaviour
23 December 2017
Diogo Teixeira
Added vertex occlusion (vaalpha) control to core/foliage/tree_revamp
gooseman
added animations for holding the flare while its lit/flare_viewmodel
22 December 2017
Diogo Teixeira
Potential fix for false culling negatives at certain resolutions
Culling.env convar update
Fixed ladder hatch culling bounds
Maurino Berry
This commit has been marked private, so it is hidden
Damian Lazarski
Douglas fir progress / 3 new tree variants/tree_revamp
gooseman
flare viewmodel with new hand rig/flare_viewmodel
fixed nailgun LOD error
André Straubmeier
Fixed door garland collider (blocking movement on the floor above it) Fixed door garland entity bounds
21 December 2017
Maurino Berry
GUID flare fixes
added throwable flares NRE checks for TC added worldmodels for flare/flashlight flare/flashlight loot tables
skin approval added tooltip to loot panel showing number of blocks and upkeep rate removed upkeep from garlands (lol) time for blocks to decay increased by 30% (good) decay tiers increased by 50 blocks (cheaper decay)
crossbow can accept flashlight
phrases
tonnes of asset labels manifest missing icons
merge into main
merge from main/Admire animations
added examine/admire key added examine gametip/Admire animations
merge from main/Admire animations
compile fix added handheld flashlight fixed invisible flashlight beams fixed invisible laser beam beam
merge into main
merge from main/mergewtf74
added door garland (free w/ window garland steam item) updated game tips to tell people to place cupboards updated game tips to tell people to fill up cupboards bugfixes for buildings changing and upkeep time vital info not changing/mergewtf74
Diogo Teixeira
This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
gooseman
fixed clipping on flashlight attack animations
flashlight viewmodel / worldmodel prefabs and sounds
Alex Webster
admire fixes
vm admire updates
admire anim updates
admire anim updates
Pål Trefall
Adjusted navmesh obstacles on foundations and high walls.
Some animal tweaks.
More on navmesh stuff./ai_behaviour
Merged from main/ai_behaviour
Navmesh stuff./ai_behaviour
André Straubmeier
Fixed fog not always being disabled in caves
Updated asset bundle splits
Downed (wounded) players no player block movement
Alex Rehberg
Spinner wheel sound bugfixes
Loads more deployable sounds
20 December 2017
Damian Lazarski
Door frame decor / moved pivot up by 1m
Douglas fir progress/tree_revamp
Douglas Fir prototype/tree_revamp
Maurino Berry
merge upkeep notify into main protocol++
merge from main/upkeep_notify
increased miner hat light size added notifications on hud for building decay/upkeep_notify
baseline/upkeep_notify
Alistair McFarlane
Network++
André Straubmeier
Moving 24560 to a branch/night_fog_shader_test
Added "FogDarknessDistance" to climate
Fog darkening test for diogo
Subtracting 24560 because it looks like ass
Fixed roof conditional models in various scenarios
Fixed lastAttackedTime / lastDealtDamageTime serialization on BaseEntity (no longer saved on prefab / visible in inspector)
Fixed entity bounds on high external stone gate (RUST-1772)
Diogo Teixeira
Fog/scattering effect now wokring in edit-viewport Fixed transparent surfaces (e.g. windows) not fogged properly in edit-mode
Restored night fog on climate settings Fog is now pitch black when no sun or moon are visible
Fixed bootstrap NRE on aimanager init when missing terrainmeta path
Fixed treelod not restoring shadow mode
Pål Trefall
More work on AI behaviour related stuff./ai_behaviour
19 December 2017
Diogo Teixeira
This commit has been marked private, so it is hidden
darker nights
culling.env enabled by default (player testing)
reduced lodcomp occludee min visible time
more lightweight culling debug
water rendering profiler sample
Optimized TAA fast path in PostProcessLayer.OnPreCull
night fog elimination via climate settings
Hello darkness
André Straubmeier
Upkeep timer is saved / loaded (restores purchased upkeep time when restarting server, makes very little difference though) Upkeep also scales with decay.scale convar (easier testing)
Vincent Mayeur
fixed incorrect spinner wheel gibs material path import
Pål Trefall
Ai behaviour progress/ai_behaviour
Ai behaviour stuff/ai_behaviour
More on AI behaviour/ai_behaviour
Merged from main/ai_behaviour
18 December 2017
Alex Webster
vm admire updates/Admire animations
Alistair McFarlane
Renamed planting fail check to something more appropriate Small sign placement fix
Thomas Butters
Building supplies loot box
Pål Trefall
Ai behaviour progress/ai_behaviour
André Straubmeier
Updated Facepunch.Unity
Fixed HttpImage error handling (UI web images)
Fixed possibility of BaseNetworkable.NetworkDestroy being called twice
Fixed NRE in AmbienceLocalStings.PlaySting
Fixed UnauthorizedAccessException in writecfg
Fixed NRE in UIInventory.PlayCloseSound
Fixed server NRE in TransformChanged (probably)
Updated Facepunch.System (NRE fix)
Diogo Teixeira
Merge from culling-env
17 December 2017
gooseman
improved water splashes while driving
improved various water effects ( player footsteps in water, bullet splashes, etc. )
15 December 2017
Diogo Teixeira
Added lodcomp occludee shadow range handling/culling-env
Merge from /main/culling-env
This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
Alistair McFarlane
Christmas tree desc fix Phrases
Maurino Berry
fixed fireplace being unplacable under ceilings
garland fix
14 December 2017
Diogo Teixeira
Moar culling fixes
culling.env now developer only
Fixed issue with flamethrower trap
Small culling toggle correction
Reviewed, fixed and cleaned culling + integration Updated native modules for renderer/win
Maurino Berry
added extra slots to TC added christmas tree added christmas tree decorations fixed fireplace deploy issues skin approval phrases manifest
fireplace common drop sitem updates fixed some sitems researchable
fireplace loottable
fixed snowman not obeying groundwatch rules can no longer use broken items for purchases at vending machines (min 50%) fireplace implementation fixed wreath deploying on double doors metal is 2x stone health, (70% increase) armored is 2x metal health metal base cost is 200 frags instead of 200
merge into main
merge from main/ho-ho-ho
merge into main
merge from main/ho-ho-ho
adjusted requirements for some items/ho-ho-ho
reindeer/santa hat protection values candy cane lickable xmas enabled xmas loot table balance/ho-ho-ho
xmas content/ho-ho-ho
Alex Webster
animator setup - added admire triggers, conditions & transition networks/Admire animations
André Straubmeier
Fixed ancient bug in spawn handler that discarded some valid spawn locations
Fixed presents spawning in water / on bases Added xmas.spawnattempts convar (defaults to 5 per present)
Removed upkeep cost from barricades
Console command codegen (client compile fix)
Another round of NRE checks for ValidateObjectReferences
Fixed window garland socket clusterfuck (mesh pivot point needs updating) Network++
Added BuildingGradeDecay to doors and frame inserts
Clear both client and server building managers when disconnecting in the editor while running client and server
Added decay delay convars for upkeep (all default to 0) Added BuildingGradeDecay (for deployables to decay at the same rate as a certain building tier)
Another null check for ValidateObjectReferences
Presumably fixed NRE in ValidateObjectReferences
Alistair McFarlane
Xmas refill jingle now global broadcast
Phrases
Christmas lights can no longer be picked up if building blocked
Network++
Pookie bear deploy fixes
Vincent Mayeur
moved window garland pivot up 1 unit (model only)
subtract 24500/ho-ho-ho
moved window garland pivot up 1 unit/ho-ho-ho
Fireplace models/LODs/Colliders/Gibs/Prefab/ho-ho-ho
Damian Lazarski
Snowman meshes and textures/ho-ho-ho
Alex Rehberg
Open/close sounds only play for the local player Lots of new deployable placement sounds Lots of new deployable interaction sounds Tweaks to some interaction sounds from last week
13 December 2017
Damian Lazarski
Snowman blockout/ho-ho-ho
Festive door wreath pivot fix/ho-ho-ho
Christmas lights increased emissive strength/ho-ho-ho
Festive door wreath COL/ho-ho-ho
Christmas lights fix/ho-ho-ho
Christmas lights/ho-ho-ho
Maurino Berry
missing file/ho-ho-ho
wreath fixes/ho-ho-ho
wreath added/ho-ho-ho
folder cleanup/ho-ho-ho
merge from main/ho-ho-ho
uhh
compile fix for outside_range_dist on client
offset camera option
fixed furnace skinning emissionToggle NRE fix
Pål Trefall
More robust entity sensing. Even more robust navigation to food.
A little bit more safe guarding on Navigate to food.
Fixed NRE in food target navigation. More AI Behaviour.
Smoothed out query for AI dormant agency
André Straubmeier
Deployables inside building privilege do not decay (unless they require upkeep and it's not paid for)
Fixed NRE spam when opening workshop inside editor while running client and server
This commit has been marked private, so it is hidden
All doors, wall frame inserts, ceiling frame inserts and barricades require upkeep (test, numbers all preliminary)
Any entity can add upkeep using the upkeep prefab attribute component
Fixed deployables not decaying
Vincent Mayeur
Optimization - Top tier merging internal and external models into one call
Optimization - Twig tier merging internal and external models into one call
Optimization - Wood log tier rework - closing off holes in walls merging internal and external models into one call
Alex Webster
1st pass admires (added to existing _anim files)/Admire animations
Admire animations - adding more to DB - 1st Pass
12 December 2017
Diogo Teixeira
Changed EmissionToggle to use material prop block
André Straubmeier
Disabled DeployableDecay.ShouldDecay outside check when upkeep is enabled (not required)
Barricades can be repaired
Barricades can be repaired
Removed upkeep cost from deployables again (accidental commit)
Reverted decay.tick default value to 10 minutes (accidental commit)
Upkeep is now paid for in the individual entity decay ticks (code simplification + cleanup) Building blocks that are inside now decay at 10% of their normal decay rate (upkeep_inside_decay_scale convar) Foundations now decay at the same rate as other building blocks when their upkeep is not paid Eliminated server side GC allocs from upkeep system
Reapplied 24429 (TC no longer drops any loot when destroyed)
Optimized BuildingBlock.IsOutside
Vincent Mayeur
Sheet metal tier rework - closing off holes in walls
Pål Trefall
Prevent setting new destination if the current destination is pending (async pathfinding calc).
Another try at compile fixing for jenkins
Another compile fix.
Compile fix
Merged from ai branch
Merged from main/animal_ai2
More AI behaviour Cleanup of ai branch/animal_ai2
11 December 2017
Pål Trefall
More on AI behaviour./animal_ai2
Merged from main/animal_ai2
More behaviour AI Monument navmesh work./animal_ai2
More work on AI behaviour./animal_ai2
Merged from main/animal_ai2
AI behaviour work./animal_ai2
André Straubmeier
StackOverflowException fix for certain massive bases on certain hardware under certain circumstances
Only log "no building for tool cupboard" with developer >= 1
Maurino Berry
subtracted TC loot change incase of hotfix
TC no longer drops any loot when destroyed (test)
9 December 2017
Pål Trefall
First try preventing animals walking through closed doors at monuments./animal_ai2
8 December 2017
gooseman
bullet hitting water / water bomb fx
new watersplash f/x
Maurino Berry
quarry breaking fix
Diogo Teixeira
Cleaned up query api usage on flares and outline for readability Occlusion queries limited to windows only; excluding it to investigate linux CTD
Cleaned up some hiz culling shader portions for readability
Potential culling fix #1 Added occludee show bounds to lodcomp for targetted debug (editor only)
Pål Trefall
AI progress./animal_ai2
Merged from main/animal_ai2
AI Behaviour stuff/animal_ai2
André Straubmeier
Process building splits / merges when entity is placed instead of the end of the frame No longer check for building merges when loading from save No longer check for building splits when shutting down
Process building splits / merges when entity is placed instead of the end of the frame No longer check for building merges when loading from save No longer check for building splits when shutting down
Alistair McFarlane
Hapis LS fixes
Damian Lazarski
Reset scale for pipe_pile_b prefab to fix bradley getting stuck in launchsite
Alex Rehberg
Static refinery sounds shit for real this time
Scene 2 prefab (static oil refinery sound fix)
7 December 2017
Diogo Teixeira
Renamed culling.world to culling.env, unsaved for now
Culling world toggle NRE checks
Added soft particle fade support to particles/water drop
Marked dropped rug and bear rug as dynamic occludees
Fixed potential NRE in worldmodel outline
Made culling lod selection more conservative to fix edge cases
Fixed particle systems being affected by culling
Fixed hiz downscale causing some false negatives Added hiz downscale path for odd sized mips Added min velocity to reprojection clip for stability
Maurino Berry
launchsite pipe fix
quarry fix
sulfur fix again?
manifest phrases
mining quarry fixes skin approval
quarry types specialized to different resources (hqm/sulfur/stone+metal)
junkyard crate balance
bases heal themselves if upkeep conditions are met and have not been attacked for 10min tool cupboard only accepts resources
armored base cost reduced to 20hqm instead of 50+stone+wood reduced all ammo crafting times to 3s
armored base cost reduced to 20hqm instead of 50+stone+wood
upkeep panel properly displays time left until decay begins tool cupboard has 18 slots
protocol++
gulp - merge into main
rebuilt plugins/save154/decaywip
merge from main/save154/decaywip
majority of upkeep completed/save154/decaywip
André Straubmeier
Fixed upkeep resource numbers being shown incorrectly when reconnecting
Added persistance version BP WHIP
Secondary cupboards decay if there is more than one cupboard on a building
Subtracting 24349 (deployable sounds)
Formatting
Added BaseEntity.IsOlderThan Added DecayEntity.GetBuilding
WorldSetup tweak
Can no longer stack wall frames with 0.5 vertical offset
Can no longer connect two buildings if both have a cupboard
Network++
Some more quarry / survey charge loot table updates
Forgot mine crates
Removed survey charge from loot table
Merged in quarry fixes Network++
Alex Rehberg
Oil refinery sound ref fix
Reapply 24349 and fix cocked up sound refs
Lots of new on/off/ignite/extinguish sounds for deployables Lots of new active/burning loops for deployables Open/close sounds for a few deployables New sounds for searchlight movement
Pål Trefall
Work in progress on AI behaviour./animal_ai2
Work continues on AI Behaviour./animal_ai2
Damian Lazarski
Ice sheets / fixed visual issues at very low graphical settings
Fixed invisible colider in harbor_1
Fixed invisible colider in harbor_1
Alistair McFarlane
Northern cliff side road loot spawns (Hapis)
Hapis quarry tweaks
Refinery stairs fix (Hapis)
Garry Newman
Stripped P2P stuff Player voice chat is done via the server Network Protocol ++ Added BaseNetworkable.GetConnectionsWithin( vec, float ) (used with SendInfo)
6 December 2017
Pål Trefall
More work on AI behaviour./animal_ai2
More on ai behaviour./animal_ai2
Merged from main/animal_ai2
Cleanup/animal_ai2
3rd merge pass/animal_ai2
2nd pass merge/animal_ai2
1st merge pass/animal_ai2
Merged from main/animal_ai2
Subtracted animal ai changes from main
Subtracted new animal ai from main/animal_ai2
More on animal behaviour.
Fix compile error on server.
Misc fixes and improvements in NPC behaviour.
Fixed warning on server when NPCs eat plants.
Merged from animal behaviour branch.
Merged from main/animal_ai
Better deaggro behaviour in animals./animal_ai
More on AI behaviour/animal_ai
Alistair McFarlane
NRE fix
Hapis tweaks
Larger prevent build volume at tunnel entrance / exit (Hapis) Quarry cave exploit fix (Hapis) Slightly less loot at Refinery (Hapis) Site A tunnel floor fix (Hapis)
more Hapis tweaks
Hapis tweaks
Stricter bed placement - half height wall exploit
This commit has been marked private, so it is hidden
NRE fix
Phrases
Hapis NRE fix
Damian Lazarski
Mining quarry_a added additional prevent bulding volume/save155
Mining quarries polish and tweaks / added more prevent building volumes/save155
Mining quarry_a dressing and overgrowth / fixed watchtowers overalpping with bus stops/save155
Mining quarry c tweaks and fixes/save155
Mining quarry b overgrowth and dressing/save155
Quarry rock tinting fixes / mining_quarry_c dressing and overgrowth / disabled building inside the watchtower/save155
Mining quarry fixed biome tinting/save155
Mining quarry tweaked LOD distances / object position fixes / rock tinting / scene2prefab/save155
Quarry rocks LOD/COL/prefabs Watchtower_a LOD/COL/prefabs/save155
Vincent Mayeur
junkyard - tweaks to container bridge walls
Attempt to fix the furnace error
junkyard - cant jump on top of container bridge
grass material tweaks
junkyard viewing platform now available
André Straubmeier
Log error when baking terrain heightmap while the terrain is on the wrong layer
Fixed Barren startup error Updated road physic material
Changed health of 1/3 wall to same as other walls
Merge from main/save155
Added shell protection to 1/2 and 1/3 walls
Merge from main/save155
Merge from building_system_3.1
Merge from main/building_system_3.1
Network++/building_system_3.1
BuildingProximity checks building privilege on all blocks we're connecting to (in addition to distances to blocks we aren't connecting to)/building_system_3.1
Fixed some wall stacking exploits/building_system_3.1
Added DeployVolumeEntityBoundsReverse (check deploy volumes of neigbouring entities against our bounds)/building_system_3.1
Added additional deploy volumes to floors/building_system_3.1
Fixed roofs having ridiculous stability/building_system_3.1
Fixed half height walls providing better stability than full height walls/building_system_3.1
Improved the way overlapping building privileges are handled/building_system_3.1
Diogo Teixeira
Trees are now culling occludees Increased culling grid granularity to 100m
This commit has been marked private, so it is hidden
Garry Newman
Facepunch.Steamworks v0.7
Renamed Loot Box to Gambling Box
Updated Facepunch.Unity
taylorreynolds
Makeshift Hazmat suit art
Maurino Berry
decay wip/save154/decaywip
5 December 2017
Pål Trefall
Some more ai behaviour improvement./animal_ai
More ai behaviour tweaks./animal_ai
Merged from main/animal_ai
Some more tweaks to ai behaviour./animal_ai
New animal behaviour applied to all animals./animal_ai
More on AI behaviour./animal_ai
More AI behaviour work./animal_ai
Diogo Teixeira
Fixed meshlod culling sphere bounds
Merge culling fixes and optimizations
Fixed sync issue + updated API/culling-world
Merge from main/culling-world
Added fast native path for apply visibility; needs cleanup Updated native Renderer plugin/culling-world
André Straubmeier
Merge from save154
Merge from main/save154
Improve road intersection blending/save154
Cleanup/save154
Some building privilege changes/save154
Only spawn one of each type of quarry/save154
Fixed half height wall placeholder mesh Fixed low (1/3) wall not checking prevent building volumes/save154
Subtracting 24259 (various regressions)/save154
Import normals on half wall colliders/save154
Building privilege distance checks use exact distance from entity bounds/save154
Additional deploy volumes on wall and floor pieces/save154
Updated barricade prevent building volumes to be identical to their damage volumes/save154
Removed wall sockets from foundation steps/save154
Road mesh tweaks/save154
Switched road_asphalt material to alpha cutout/save154
Moved road_asphalt material/save154
Network++ Save++/save154
Merge from main/save154
Added env.progresstime (pauses time of day progression when false)/save154
Can only place one tool cupboard per building/save154
Comment/save154
Increased building privilege radius around buildings to 16/save154
Twig foundations can no longer be placed inside building privilege (only floors)/save154
Alistair McFarlane
Hapis fix/save154
Updated Hapis roads to use asphalt/save154
Maurino Berry
hide quickcraft when looting/save154
Vincent Mayeur
couple of fixes - junkyard/save154
scene2prefab monuments/save154
junkyard fixes/save154
Added dithered alpha to road_a/save154
junkyard fixes / colour tweaks/save154
junkyard ruin section terrain heightmap rebake/save154
Damian Lazarski
Quarry rocks texture cleanup/save154
Quarry rocks mesh and texture progress/save154
4 December 2017
Pål Trefall
More on AI Behaviour./animal_ai
Animal behaviour ai./animal_ai
More on animal behaviour ai./animal_ai
Vincent Mayeur
procgen road material/texture tweaks/save154
dungeon fences are shoot through/save154
chainlink fence is rusty barbedwire set damage triggers/save154
junkyard paths decal meshes/save154
Junkyard mounds colliders, prefab update, scene2prefab junkyard/save154
junkyard mounds LODs/Prefabs/save154
furnace v3 files
Alistair McFarlane
Hapis cave fix/save154
Hapis cleanup/save154
Bunch of monument loot tweaks (Hapis) Ore nodes more likely to spawn inland rather than coastal cliffs (Hapis) Reduced desert ores (Hapis) Junk piles spawn along all roads (Hapis)/save154
Maurino Berry
bunch of camera fixes
Diogo Teixeira
Cherry picked occlusion culling fix 24227
Merge from main/culling-world
Fixed occlusion culling not restoring visibility to lod component on distance cull/culling-world
Finished reprojection clipping Cleaned up frustum culling correction (still needs opt) Reduced infinite grid cell size to 50m/culling-world
gooseman
optimized special fx sprites
3 December 2017
Damian Lazarski
Quarry rocks material fix/save154
Mining quarry C tweaked splats/save154
Mining quarries Tweaked heightmaps Fixed floating objects Removed grass from splat masks Tweaked material colors General polish/save154
Mining quarry C/save154
Mining quarry B / reduced height variation/save154
Mining quarry B progress/save154
Maurino Berry
grenades inherit player velocity when thrown ( run forward and jump for more range) f1 grenade has larger radius
Pål Trefall
More work on animal behaviour ai./animal_ai
Alistair McFarlane
Disabled Hapis LS doors again/save154
Hapis LS updated/save154
Merge from hapis6/save154
cleanup/hapis6
cleanup/hapis6
Hapis progress/hapis6
Hapis progress/hapis6
Hapis progress/hapis6
Hapis progress/hapis6
Hapis progress/hapis6
André Straubmeier
Decay entities also show their health bar when holding a hammer Stability entities no longer automatically show their health bar when stability is below 25%/save154
Updated ShowHealthInfo flag on prefabs that were using displayHealth/save154
All decay entities only show their health when their health is below 95% All stability entities only show their health when their health is below 95% or their stability is below 25% Removed StorageContainer.displayHealth since it does the same thing as BaseCombatEntity.ShowHealthInfo/save154
Rust.Data.dll/save154
Removed a bunch of unused garbage from protobufs/save154
Road and river tweaks/save154
Fixed that small power substations were never spawning/save154
Adjusted road and river mesh width Improved road and river terrain adjustments/save154
Road layout optimizations/save154
Spawn path start / end objects before the side / along objects/save154
Fixed power line pylons still sometimes spawning on roads/save154
Don't spawn bus stops at intersections, only at start / end nodes of the road network/save154
Terrain placement scripts show position / size in inspector/save154
Harbors also connect to power grid/save154
Added road / power connection points to junkyard Updated junkyard heightmap / splatmap for correct placement/save154
Merge from junkyard/save154
Merge from building_system_3/save154
Merge from main/building_system_3
Diogo Teixeira
Moved/fixed some OnGUI dependant debugging Added camera reprojection for occlusion delay Wip on frustum culling delay/culling-world
2 December 2017
Alistair McFarlane
Hapis progress/hapis6
Hapis progress/hapis6
Hapis progress/hapis6
Hapis progress/hapis6
Hapis progress/hapis6
Hapis progress/hapis6
Hapis progress/hapis6
Hapis progress/hapis6
Hapis progress/hapis6
Hapis progress/hapis6
Hapis progress/hapis6
Pål Trefall
Work on animal behaviour./animal_ai
André Straubmeier
Tweaked gravel arid biome tint/save154
Compile fix/save154
Stuff on roadsides / powerline pylons check their terrain anchors/save154
Added some grass clutter to procedural roads/save154
Roads use biome tint of gravel splat/save154
Tweaked path splat and topology blending/save154
Tweaked road width Changed roadside splat to gravel/save154
Changed procedural road to asphalt/save154
Tiny road layout optimization/save154
Merge from main/save154
OCD/save154
Better solution to prevent flooded roads/save154
Ice lakes are placed after monuments so they don't occupy half the arctic biome/save154
1 December 2017
Alistair McFarlane
Hapis progress/hapis6
CraggyIsland spawn fix
Hapis progress/hapis6
merge from main/hapis6
Reapplying fix for missing camera script warning
André Straubmeier
Added terrain anchors to power line pylons for better placement/save154
Fix/save154
Same thing for power lines/save154
Split river and road terrain adjustments into their own procedural components/save154
Improved mesh generation and terrain adjustments for roads and rivers/save154
Cleanup/save154
Improved transition from procedural roads to monument roads/save154
Fixed the occasional gaps between roads and terrain Fixed terrain sometimes peaking through roads/save154
Optimizations/save154
Cleanup/save154
Cleanup/save154
Pål Trefall
Merged from main/animal_ai
More work on animal behaviour./animal_ai
Damian Lazarski
Mining quarry wooden watchtower/save154
Diogo Teixeira
Fixed hair colour not applied on armpit, pubic or eyebrow
Maurino Berry
worldmodeloutline osx fixes
jumping/screenshake fix
screenshake fix/hotfix1130