549 Commits by 13 Authors. 5,971 files added, 758 deleted, 763 moved.
31 October 2017
Alistair McFarlane
Backup /Hapis and Savas update
Clean up /Hapis and Savas update
Hapis BradleyAPC setup Hapis ME monument changes /Hapis and Savas update
Hapis radiation changes Hapis tunnels exploit fix /Hapis and Savas update
more Hapis tweaks /Hapis and Savas update
Damian Lazarski
Scaled down icesheets to a more realistic size Cleaned up icesheet scenes Made icesheet paths easier to navigate /snow_biome_revamp
Reverted to previous icesheet density but with more accurate coliders and fixed uvs /snow_biome_revamp
Fixed icesheet UVs Icesheet material tweaks /snow_biome_revamp
ptrefall
AI vs cactus fix.
Some more AI improvements.
Maurino Berry
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Diogo Teixeira
Moved hair prefabs
André Straubmeier
Plugins /save153
Added Tier0, Tier1 and Tier2 topologies Players only spawn on Tier0 beaches Tier0 is always temperate, Tier1 and Tier2 can be arid, temperate or arctic Added Vector2.Rotate extension method /save153
30 October 2017
Damian Lazarski
Made icesheets more dense to allow for smoother traversal Made icesheet colliders more accurate /snow_biome_revamp
Scene to prefab /snow_biome_revamp
Made icesheet debris smaller Made iceberg coliders more accurate /snow_biome_revamp
Iceberg/icesheet increased lod distances /snow_biome_revamp
Iceberg/icesheet scene2prefab /snow_biome_revamp
Deleted old iceberg mats /snow_biome_revamp
Icesheet/Iceberg renderlod distances /snow_biome_revamp
iceberg_1 col mesh /snow_biome_revamp
Iceberg 1 LOD/COL / Prefab layer settings /snow_biome_revamp
Iceberg 2 LOD/COL /snow_biome_revamp
Merge from main /snow_biome_revamp
Alistair McFarlane
Savas map marker tweaks SavasKoth added map markers /Hapis and Savas update
Hapis Removed phantom ladder trigger at Refinery Hapis fixed falling through terrain at west coast cave Hapis fixed falling through terrain mtnside cave entrance Hapis added building block to desert cave entrance Hapis fixed duplicate lighthouse map markers Hapis APC prep /Hapis and Savas update
ptrefall
Another round of improvements to Murderer AI.
Touched up on Murderer ai.
Forgot this
Optimized NavMesh Links. Fixed bug in NPC Player NavMesh Link traversal.
Diogo Teixeira
Fixed lso convar warning
Nuked large scale occlusion
29 October 2017
Alistair McFarlane
Savas Loot tweaks Savas added north and south recycler Savas exploit fix Savas monuments are now marked on the map /Hapis and Savas update
Damian Lazarski
Iceberg/icesheet LOD, COL and prefabs Icesheet scene setup / added smaller icesheet variants / added more abandoned boats /snow_biome_revamp
Maurino Berry
garage door sound fixes
minor melee fixes for npcs
28 October 2017
Damian Lazarski
Iceberg LOD and COL /snow_biome_revamp
André Straubmeier
EAC SDK update
EAC SDK update
27 October 2017
Maurino Berry
guntrap perf fix
André Straubmeier
Eliminated some GC from logging player deaths
EAC SDK update
Damian Lazarski
Icesheet prefab backup /snow_biome_revamp
Diogo Teixeira
Subtracted 23551... you win, unity
Merging in global+water reflection fixes and optimizations
Second attempt at shadow reflection highlight fix /reflection-changes-2
ptrefall
A bit of optimization with respect to navmesh obstacles when nav_disable is true.
More strict disabling of AI when nav_disable is true.
NPC Players samples less positions around them for better optimization.
Some gc optimizations in NPC Player.
NPC Player should use same area mask as Animals for now.
Only use a single navmesh layer (until navmesh baking performance is resolved).
Fixed issue where disabling nav wouldn't completely disable it. Added nav_grid_agents_expand_domain_enabled convar. Disabling it should help on performance, enabling it should let npcs roam the entire island (each npc unlocks 9 navmesh grid cells around them on spawn).
gooseman
fixed foot IK floating through the waist when spawned
26 October 2017
Maurino Berry
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manifest lower AI convar missing files /prepatch
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phrases again schema again
fix
phrases
protocol++
reverted bradley LOS change double shotgun has quicker deploy duration wall netting is cheaper and default blueprint skin approval halloween content
camera fixes
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bonefollower/camera execution reorganization, should be rock solid now
garage door more common
equal chance for all item drops in a tier
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ptrefall
Merged from prepatch
reverted navmesh tear fix (performance reasons). /prepatch
Ai fixes.
Added stuck prevention improvements to ai.
Another little tweak wrt navmesh link traversal.
Tweaks to AI settings to prevent navmesh tears around obstacles.
Misc ai tweaks and navmesh grid link updates.
Alex Rehberg
Halloween ambient stings
Damian Lazarski
Fixed LS roof colider again
Updated iceberg prefab/scene Added snowy versions of boat materials /snow_biome_revamp
LS floating walkway fix
Skeleton arms LOD and COL
Added ice sheet debris decals /snow_biome_revamp
Merged skeleton arms
Removed ladder leading to LS roof and replaced it with a makeshift walkway
André Straubmeier
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Removed NetworkQueueList.Add profiler sample (profiling test)
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Improved network read and write performance by accessing the stream buffer directly
Fixed ObjectWorkQueue getting count via Linq (wtf2)
Fixed NetworkQueueList getting count via Linq (wtf)
Eliminated a bunch of server logging overhead that could cause frame rate drops
Network groups now use ListHashSet instead of HashSet (allows for faster iteration) Optimized SendSnapshots and FindInGroup by iterating directly over the networkable buffer
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Diogo Teixeira
Removed redundant gbuffer code
Fixed frost / lens dirtiness cpu perf issues in editor Optimized frost / lens dirtiness post effect for bandwidth (2x)
Added image effect control over skipping to save redundant blits Added profiler guards to all image effects in use
Optimized bloom again w/ reduced cpu overhead + slight gpu (lowp) + cleaned
taylorreynolds
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Vincent Mayeur
wall.frame.netting double sided for better lighting X offset to center the net into the frame
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25 October 2017
Maurino Berry
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autoturret bs
more autoturret profiling
autoturret profile
ptrefall
More ai tweaks
Actual fix for animal collisions.
Stopped AI and Player Movement physics layers from colliding.
Diogo Teixeira
Reduced sky dome reflection probe resolution to 256 Disabled collisions in world/snow emit prefab
Disabled particle collisions in plantseed.effect
Disabled particle collisions from flies_looping prefab
Tweaked flame particle collision lod distances
Added particle collision lod to flamethrower and flameturret
Fixed std/particle error on shadergui
Refl changes to branch /reflection-changes
Subtracted 23450, 23451 and 23455
Damian Lazarski
Added cover to the rocket factory ladder allowing safer access to the roof
Finished icesheet meshes and textures /snow_biome_revamp
André Straubmeier
Fixed error when dropping items
Made RPC parameter handling GC-free
Converted network stream read / write to get / set bytes via unions
Removed union structs from Rust.Global (now in Facepunch.System)
Network++
EAC SDK update
Alex Webster
viewmodel import and folder settings
Matt Isaac
added missing collectible emission texture
moved some hair files to correct folders. removed now unused hair cap composite and flowmap textures. created new haircap materials. tweaked hair material and texture values to work better with non TSAA. Added hat morph targets to hair styles.
added Halloween collectables
gooseman
fixed elbow / wrist awkwardness on all the player animations
24 October 2017
Maurino Berry
garage door deploy fixes
garage door collision fix
autoturret optimizations
fix for debirs field marker saving/loading
merge into main
netting double sides with slightly increased health manifest /Garagedoor
merge from main /Garagedoor
garage door polish, balance, sounds, skinnable code lock has a filler mesh between the two sides now increased ceiling light rope length /Garagedoor
Diogo Teixeira
Switched refl probes time slicing to all faces
Touched water shaders to fix refl quality 0
Added independent water reflection probe that includes sun/moon (TOD) Removed sun/moon from main reflection probe + reduced resolution (TOD) Updated custom shaders to new probe; fixes skin sun reflection highlight in shadow
André Straubmeier
Fixed ListComponent sometimes having instances in its list that are disabled (because they were added in Awake)
EAC integrity violation is logged as error
Fixed rare packet corruption when network encryption is enabled
Vincent Mayeur
more /Garagedoor
garage door fixes /Garagedoor
gooseman
disabled foot from sticking on worldmodel weapons
23 October 2017
gooseman
fixed foot IK twitching on arrows
André Straubmeier
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Merge from weekend_branch_5
Merge from main /weekend_branch_5
Network++ /weekend_branch_5
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Alistair McFarlane
Hopeful fix for negative scale warning spam when navgrid is enabled
Barbeque can no longer be placed in monuments Barbeque no longer clip through walls
ptrefall
Another AI improvement to invalid destinations.
Slightly improved invalid destination detection for AI.
Better animal rotation when fleeing.
Maurino Berry
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Vincent Mayeur
added lock socket, skinnable asset /Garagedoor
Manifest /Garagedoor
garage door prefab and item definition LODs, Gibs, Textures /Garagedoor
merge from main /vehicles
Diogo Teixeira
Fixed deferred mesh decal perf in editor
taylorreynolds
halterneck fix
Alex Webster
Lr300 world model fix
22 October 2017
Damian Lazarski
Spooky skeleton arms /halloween
20 October 2017
Diogo Teixeira
Added core/speedtree shader set: baseline + subsurface + two-sided brdf +specular
Added biome tinting to deferred decal shader Enabled biome tinting to all sand decal materials like footsteps or bullet impact
Added tool to find textures w/ high-quality compression enabled Added texture GetSizeInBytes support for BC7
ptrefall
Some ai fixes
gooseman
disable IK when wounded.
André Straubmeier
Plugins /weekend_branch_5
Store encryption level on connection (can change server.encryption for future connections while server is running) Changed server.encryption to integer (various encryption levels) Added craptography to runtime builds (shitty encryption for testing stuff) /weekend_branch_5
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EAC SDK update (Linux fix)
19 October 2017
Maurino Berry
lr300 skin apply fix
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skin approval bbq has less protection
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bbq implementation lr300 workshop prop render view lr300 new icon !updated flintlock reference in approved.cs
André Straubmeier
EAC SDK update (outdated Linux 64bit)
Fixed AiManager and DynamicNavMesh serialization fuckups
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Removed unused "eac" convar
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Removed some debug logging again
EAC startup / initialize fix for Windows
Debug logging
Debug logging
Diogo Teixeira
Rolled back SSAO near view settings; again
Fixed vm bias hack scale to consider actual feet position + no layer condition
Fixed shadow cascades option ignored sometimes after changing quality mode
Added morph cache blend shape control interface Improved morph cache debug control via inspector Moved morph cache to own folder
Added new morph cache component
gooseman
fixed IK foot looking weird when player is crouched against high ledges.
taylorreynolds
collared shirt fix
fix for NRE spam in perf.playermodel
hide shirt fix
balaclava fix
reduced size of scatter textures
increased strength of eyebrows on male light texture a little
updated player preview lighting
deleted some faces of the inner mouth to avoid clipping some head types
Adjusted head lod3 UVs (skinned mesh renderer unchanged)
Toned down female eyelash material
Reorganised hair folder
Alex Webster
vm supply signal - fixed sounds not playing
vm mp5 - fixed skinning issues
Damian Lazarski
Iceberg UV mapping progress /snow_biome_revamp
ptrefall
Some more AI safeguarding.
Minor AI fix.
Animals react to gunshots. Slightly better animal movement. More on animal AI.
Alistair McFarlane
Bear rug, Rug and Table can no longer be picked up when building blocked Bear rug, Rug and Table requires hammer to be picked up
18 October 2017
taylorreynolds
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Female dark texture updates
Female light texture updates
lighting added to dark male textures eye's made glossier, but less spec
Added much more baked lighting to light/asian textures to work better at low quality levels and in ambient lighting (other skintypes to follow) Added AO to male specular
Maurino Berry
hair no longer spawns in barrels, nice hair no longer provides protection hair is no longer craftable
fix for older at skins not enabling the item to be craftable (boonie) no longer cancel crafting after walking away from workbench
Damian Lazarski
Reduced the resolution of various prop and tiling textures to reduce texture memory consumption Packed a bunch of prop materials
Iceberg texture and UV progress /snow_biome_revamp
André Straubmeier
Debug logging
EAC SDK update (outdated Linux 64bit)
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Codegen /eac_api_2_2
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Merge from main /eac_api_2_2
Properly added shuffleplayerseed so it doesn't disappear when running codegen
Network++ /eac_api_2_2
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Merge from main /eac_api_2_2
EAC SDK update
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Catch persistence / lifestory deserialization errors + log path to file
Matt Isaac
transferred over haircap materials to new generic shader and added normal maps. balanced colours and alpha clip values for when not using tsaa removed morphs on facial hair lod 2 and pushed out eyebrow and facial hair lower lods to be more universal /SkinUpdates_2
Alex Webster
hatchet vm update
fixed weapon attachment positional issues on Ak, Lr300, SAR, Bolt and revolver
ptrefall
More on preventing NPCs from getting stuck.
Alistair McFarlane
Item description updates and fixes Phrases
17 October 2017
André Straubmeier
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Fixed network read stream returning incorrect values for the custom position / unread properties /eac_api_2_2
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Merge from main /eac_api_2_2
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Subtracting 23324
taylorreynolds
removed eyelashes from male faces
Collider_legs correct name
fixed missing eyes on playermodel
Merge from skinupdates_2 (problematic meshes/colliders reverted)
ptrefall
NPCs will now perform more expensive position sampling when they consider themselves stuck.
Maurino Berry
python tier 2 wb ladder hatch tier 2 wb/loot
NRE fix
manifest
Diogo Teixeira
Merge from main /SkinUpdates_2
Cherry picked shader changes from SkinUpdates_2
Cherry picked a few shader-related changesets from main /SkinUpdates_2
16 October 2017
Maurino Berry
lootspawn will never produce duplicates
lr300 fire rate increased 10% lr300 skinnable missing loot table changes
gooseman
tweaked foot IK settings when crouched.
fixed the foot IK rotation so it adjusts based on the slope of the surface
Diogo Teixeira
Added option opacity masking to core/generic shader Fixed core/hair opacity clip in shadows Fixed core/foliage animation on shadows /SkinUpdates_2
Fixed reflection related errors in glcore and vulkan
Twaked hair contact shadows /SkinUpdates_2
Added hair secondary opacity clip control for non-TAA /SkinUpdates_2
André Straubmeier
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Merge from main /eac_api_2_2
EAC SDK update
No longer automatically call "backup" on server start by default (better for server providers, add +backup to your startup parameters if you want this)
Vincent Mayeur
Additional hierarchy anchor points for seats, steering wheel, exhausts and mounted gun (yaw/pitch) Cleaned up geometry to be a single mesh per module Simplified colliders for all modules and chassis /vehicles
greyboxed covered wagon modules (personnel transport) /vehicles
Matt Isaac
added radiosity lighting to vertex colours on hair meshes, added normal maps for hair caps, starting to rework hair cap material /SkinUpdates_2
tweaking values on hair materials to work with non TSAA opacity clip settings /SkinUpdates_2
Alistair McFarlane
Two sided hanging sign & landscape picture frame unlocked if player has Steam item
Hapis Island exploit fixes
Item description updates and fixes
taylorreynolds
Playermodel and colliders use old LOD3 meshes Default head uses old naming convention, updated skinsets. /SkinUpdates_2
15 October 2017
gooseman
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fixed slight flickering when player lands from a jump
disable footIK when sleepign
optimized foot IK calculations added console variables to disable foot IK
14 October 2017
gooseman
added code for foot planting IK
modified walk/run/sprint animations to look better with IK foot planting
13 October 2017
Diogo Teixeira
Expanded exclude_renderers to exclude d3d9
Explicit excluded d3d9 target from hair shader /SkinUpdates_2
Moved vertex occlusion input to vertex color red channel; disabled vertex coloring /SkinUpdates_2
Forced bias fallback only for alpha /SkinUpdates_2
Matt Isaac
fixed up skinning on male_hairstyle_02 and baked out ao on all lods /SkinUpdates_2
added radiosity bake to vertex colour channel on male_hairstyle_02 /SkinUpdates_2
Vincent Mayeur
greyboxed > cage module (prisoners/slaves transport) short flatbed and long flatbed modules (storage modules) /vehicles
Alex Webster
Fixed bugs created with vm Bow update, Reverted bow anim changes, re-updated to latest rig and mesh
12 October 2017
Diogo Teixeira
Enabled water SSR tracing behind objects to help mitigate visible gaps
Back to previous near view ssao values
Fixed node hotspots cannot be seen during med-high fog (RUST-1777)
Added vertex-alpha as occlusion input to hair shader /SkinUpdates_2
Adjusted near view SSAO again Fixed overly lit indirect diffuse on hair BRDF /SkinUpdates_2
Merge from main /snow_biome_revamp
Hair shader zero mip bias when tssaa is disabled /SkinUpdates_2
Moved internal motion vector code to cginc to allow custom passes Added custom motion vector pass to hair shader to reduce tssaa ghosting Added non jittery hair shader fallback for non-tssaa modes /SkinUpdates_2
Cherry picked shader changes from main /SkinUpdates_2
Maurino Berry
hacky keycode double entry fix
miner hat nre fix maybe
removed debug.log missing files
fix for radial marker skin approval bradley APC back to 1000 - better too hard than too easy missing explosion sprite texture
cluttery deployables spawn as blueprints in barrels instead of the object
bradley spawns less frequently bradley effectively drops elite crates instead rifleammo/rocketammo from crate reduced slightly bradley health changed to 750 bradley starts healing after 10 minutes and takes 5 minutes to fully heal
elite crates spawn every 2 hours instead of every 20 minutes launch site spawns 1 less elite crate elite crates spawn 2 definitions instead of 4 ( half as many items ) airdrop spawns much fewer high end rifles, more shotguns etc airdrop spawns more ammo airdrop drops turret instead of turret parts
flamethrower requires WB2 pants/hoodie one rarity lower ( 75 scrap ) snow/vagabond jacket one rarity lower snow/vagabond jacket cost 50 cloth instead of 200
slightly lower chance of satchel duds bradley health reduced
debris field markers appear on map where heli/bradley is destroyed (10m)
lowered HQM available from heli/bradley gibs
boonie hat has some armor protection
small amount of radiation leaks through hazmat at highest rad tier (npp/lsroof)
higher chance of finding tools in caves stone pick/hatchet found in caves less probability of miner/candlehats in caves miner/candlehats spawn with less fuel less hqm in caves
bandana/cap provides minimal protection candle hat provides minimal protection miner hat provides same protection as burlap wrap slightly smaller flare on miner hat
added basic map grid
André Straubmeier
Presumably fixed NRE in MaterialSwap (miner hat)
Fixed initial resource spawn distribution ignoring PrefabParameters.Count
Fixed another ArgumentNullException
Spawn handler ensures that entity distribution percentages are maintained (fix for stone ore scarcity)
Server "del" command also works in the editor on entities
Fixed ArgumentNullException when sleepers are killed Network++
Analytics test
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Subtracting EAC SDK update (crash)
gooseman
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BBQ for Tom!
Alex Webster
vm bow - aiming fix
Big cleaver vm - fixed hands intersecting when aim running
fixed clipping arm on vm beancan grenade
fixed clipping arms on vm satchel charge
Matt Isaac
added AO vertex lighting to vertex alpha channel on male_hairstyle_02 LOD0 /SkinUpdates_2
tweaked hair materials to not be as reliant on ssao /SkinUpdates_2
Created and added male hairstyle 02 to skinupdates2 branch /SkinUpdates_2
Vincent Mayeur
seat module dash visual update added greybox of seat module (passenger row of seats only) /vehicles
merge from main /vehicles
TomButters
BBQ for Minh
Damian Lazarski
Fixed launchsite exploit allowing people shooting from within the walls
Merge from main /snow_biome_revamp
Iceberg progress backup /snow_biome_revamp
Iceberg textures /snow_biome_revamp
Alex Rehberg
Fix stray dome sounds on lighthouse
11 October 2017
Maurino Berry
radial map marker "MapMarkerGenericRadius" (mod support) maps are reset on disconnecting
workbench radius tripled can rotate workbenches
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small/medium wooden sign default bp hanging sign/pictureframe large not researchable
fixed peacekeeper mode not working on turrets
Diogo Teixeira
Reduced SSAO near to far fade range
Tweaks to water ssr; added refinement step for low incidence angle
Merge from foliage-shader-v2
Compact maps format for core/generic and core/foliage Added wind anim to core/foliage /foliage-shader-v2
Merge from main /foliage-shader-v2
Matt Isaac
tweaked material values and textures to look more realistic and natural in all lighting conditions. Tweaked alpha values to blend to skin better. Added female_hairstyle_01 lods /SkinUpdates_2
André Straubmeier
EAC SDK update
Tweaked high external wall and gate deploy volumes to make it easier to close compound walls
Alex Webster
vm salvaged Icepick and Water jug anim fix
fixed wrong texture appearing on satchel charge when thrown
vm salvaged axe and salvaged hammer anim fix
Vincent Mayeur
greyboxed truck cabin module tweaks to 4 module chassis platform (rear axle flowing more visually) using wheel bone scale factor to size wheels up on 4 module chassis /vehicles
greyboxed > fuel tank 2 slots module combined seat-engine module tweaks (higher cabin, gonna keep aggressive plough style bumper for 2 slot module truck cabin) /vehicles
10 October 2017
taylorreynolds
fix for self-intersecting polygon error on playermodel /SkinUpdates_2
gooseman
optimized wheelsmoke effect
fixed error message when spawning sedan
tweaked special fx when car drives over water
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Maurino Berry
miner hat no longer emissive to other players when off miner hat now has blinding flare fixed bug where candle hat had a light radius of 30m!
lantern and tuna lights are brighter lantern costs 25 metalfrag instead of 40
get slightly more resources out of recycling broken items recycling weapons forces them to output ammo/mods before recycling sewing kit is made of less rope
can pickup research/repair bench can repair workbenches
unified pickup code TC not required for pickup ( can pick up items placed outside TC range)
merge into main
merge from main /progression_balance
fixed steam inventory items not showing up in crafting menu (signs, picture frames etc) boonie hat/bandana/cap unresearchable again signs/picture frames unresearchable again /progression_balance
Diogo Teixeira
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Updated water SSR; fixes back reflection leaks (wip, needs refine)
Vincent Mayeur
greyboxed > combined seat-engine module (truck style cabin) seat module engine module machine gun mount module fuel tank piece /vehicles
added vehicle components test scene greybox chassis 2,3,4 modules chassis hierarchical trees /vehicles
Alex Webster
Pickaxe - Fixed issue with hands intersecting when running
removed old unused bolt vm anims
supply signal vm folder restructure
vm cleanup and new arm mesh merge
André Straubmeier
Fixed water carving volumes not working with ocean plane (regression)
Merge from main /SkinUpdates_2
Merge from weekend_branch_4
Merge from main /weekend_branch_4
9 October 2017
Maurino Berry
planters rarity tier 1 ceiling light rarity tier 1 guitar rarity tier 1 water purifier default stone spear default blueprint /progression_balance
Diogo Teixeira
Fixed rust/std particle accum layer normal space Added triplanar sampling shader api Touched all rust/std shaders, because unity
Cherry picked blend4 shader changes and rust/std cleanup, because yolo
Fixed more shadow bias shenanigans
Subtracted 23176 and 23164
Terrain vertex normals keyword on material only; just making sure
Alex Webster
fixed issue with vm axes /vm_cleanup_new_arms
merging vm cleanup work and new arm mesh
fixed bug with salvaged icepick disappearing FINALLY /vm_cleanup_new_arms
Matt Isaac
added temp icons for female hair prefabs /SkinUpdates_2
tweaked material values and colours on hair materials, wip female variant of hairstyle 1 /SkinUpdates_2
André Straubmeier
Added debug.log convar to toggle log output /weekend_branch_4
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Unity 2017.1.2f1
Fixing compilation errors is fun when your editor isn't working
Compile fix
Merge from weekend_branch_3
Merge from main /weekend_branch_3
8 October 2017
Diogo Teixeira
Cherry picked shader changes from blend4-fixes /snow_biome_revamp
Wind shader api changes Added wind to core/foliage /foliage-shader-v2
Alistair McFarlane
Hapis Island site B tunnels now has a chance to spawn elite crate loot
6 October 2017
Damian Lazarski
Iceberg progress backup /snow_biome_revamp
gooseman
added tire effects when car drives over different surfaces
Maurino Berry
vending machine tooltip shows if item for sale is blueprint or not
Diogo Teixeira
Fixed rust/std blend4 secondary uvs + touched relevant shaders Cleaned and simplified up standardlayer usage /blend4-fixes
Fixed some quirks/acne in shadow feet workaround
Show me my feet fix
Added "Use Vertex Normals" option to terrain shader for debugging/authoring Removed unused keyword code from terrain meta
André Straubmeier
System info includes process memory usage /weekend_branch_3
Added "Batching" and "Decor" scenes to reduce game object hierarchy clutter /weekend_branch_3
Improved WaterLevel API (cleaner, faster and more powerful) Only show drinking interaction messages when water has a certain depth (stricter for salt water) /weekend_branch_3
EAC SDK update (Linux "sandbox not connected" fix)
ptrefall
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AI work /ai_7
Alex Rehberg
Workbenches have deploy sounds
5 October 2017
Maurino Berry
bugfix
new notify fix
fixed research table text (english)
manifest phrases elite ammo types lowered to 250 scrap isntead of 750 python lowered to 250 scrap mod support - disable blueprints on client play audible effect when learning blueprint
ramped up scrap cost for lvl 2/3 workbenches
skin approval
don't allow default bps to be researched
gunpowder default (oops!) icepick same as pickaxe rarity/cost
if item is unresearchable, still allow repairs reduced HQM from recycling components to nearly nothing
ammo fix
tshirt/longsleeve tshirt cheaper and no longer require sewing kit rocket rarity set to 3 instead of 2 crossbow default blueprint, require WB1 eoka default blueprint handmade shell default blueprint
green crates spawn workbench tier items slightly more often metal shopfront much cheaper + default bp vending machine much cheaper + default bp protocol++
searched items show lock icon 'new' notification has own alpha group LR300/M92 uncraftable pickaxe research cost reduced research table cost drastically reduced (oops)
Campfire default Double wooden door default Wooden window bars default Bandage default Wooden armour default Wolf Headdress default
workbenches, sheet metal door, research table default blueprints
phrases
buckle up - merge into main
protocol++ /progression
merge from main /progression
changed literally everything all new loot spawns can only repair items if you have the blueprint found weapons start with very low condition workbench health and recipes recipe balance scrap balance /progression
Diogo Teixeira
Fix for zero shadowbias on old materials using default std shaders
Reapplied fixed viewmodel shadow changes
Subtracted viewmodel shadow changes; needs fixing
Merge from main /foliage-shader-v2
Fixed tier3 workbench materials
Changed world-model player self-shadows to stop casting on viewmodels Added custom shadow casting to core shader set
Fixed object motion blur ignoring transparent cutouts
Alex Webster
vm anim fixes /vm_cleanup_new_arms
André Straubmeier
Servers can call the sv console command on clients (mods)
Can send optional entity ID with Signage.ReceiveTexture (mods)
Fixed checksum being unset when world cache is disabled (editor)
Set ResearchResource reference to scrap on the static research tables (so you can place scrap into them + research)
Subtracting BoneFollower removal again because fuck me
Removed need to be wet when trying to drink from bodies of water (was only testing on server, clients had it commented out -> weird behaviour) Removed weird duplicate raycasts from water drinking tests (now raycasting only in GetWaterDrinkingPoint)
Alistair McFarlane
protocol++
Simple Handmade Sight researchable
Autoturret now researchable
Double armoured door research scrap cost is now the same as single
heavy plate helmet, heavy plate jacket, heavy plate pants, bandana, baseball cap, beenie hat, boots, candle hat, incendiary pistol bullet, shotgun trap, flame turret, metal shop front and small water catcher can now be researched
drop box, fridge, locker, mail box, chair, small planter box, table, vending machine, rug, rug bear skin and search light can now be researched.
Damian Lazarski
Ice lake topology map fixes / fixed positions on clutter floating above the ground
ptrefall
A NavMesh Grid Cell will now reuse terrain mesh data for all agent layers properly.
Alex Rehberg
Tweak large gate sounds to match new anim speed
4 October 2017
Maurino Berry
merge from main /progression
missing file /progression
fixed scrap coming from food boxes (wtf) specatators can use map (mod support) setup research costs for all items setup workbench reqs for all items added 'basic' wood crate /progression
google sheet balance implementation /progression
reserach bench only accepts scrap redid research bench ui sell order 'out of stock' displays as grey instead of red display workbench requirements when researching item /progression
gooseman
made the vehicle tire smoke taper off when the car goes airborne
André Straubmeier
Fixed lake topology settings Fixed harbors spawning in lakes Network++ Save++
Merge from save151
Merge from main /save151
Manifest /save151
Network++ Save++ /save151
Fixed bus stops and power substations spawning on top of roads at T and Y intersections /save151
Roads avoid being split by monuments and prefer going around them (until I add monument road connection points) /save151
Adding parts of the new road generation algorithm (much faster and better looking, not 100% continuous yet) /save151
High external walls and gates require some space between them when placed parallel to each other (i.e. when stacking them) /save151
Barricade placement tweaks (concrete, stone and sandbag) /save151
Rivers and roads check topologies in a radius when finding their paths /save151
Merge from main /save151
Re-saved lake scenes / terrain assets /save151
Disabled compression on lake prefab scene terrain maps /save151
Added ice lakes to map generation /save151
Added randomization scripts to ice lakes /save151
Monument randomization script improvements and fixes /save151
Merge from snow_biome_revamp /save151
Merge from main /save151
Merge from main /snow_biome_revamp
Tweaks /save151
Re-baked custom map water textures /save151
Water map bake encoding fix /save151
Increased resolution of some terrain maps /save151
Water map is stored as short instead of float /save151
Better terrain map index to coordinate conversion /save151
Diogo Teixeira
Fixed sky reflection rgbm decode intensity mapping
Tweaked shadow refl occlusion to avoid undershadowing (RUST-1771)
Fix for foliage bug introduced in 23073
Merge from main /foliage-shader-v2
Finished two-sided foliage brdf w/ translucency Fixed reflections in core shader set Cleaned up gbuffer encoding backend /foliage-shader-v2
Alex Webster
binoculars vm tweaks /vm_cleanup_new_arms
Matt Isaac
Added and updated prefabs for hair style 1, style 2, female and male armpit and pubic hair, female and male eyebrows, facial hair style 1 with morph targets Added temp icons for prefabs Removed old and erroneous files /SkinUpdates_2
ptrefall
Scientists no longer shoots right through animals.
3 October 2017
Diogo Teixeira
Fixed normal octa encoding for transmission surfaces; touched affected shaders
ptrefall
Resized animal bounds. Npc aiming work.
Separated movement and action in Animal AI.
More AI steering. /ai_6
André Straubmeier
Fixed water drinking interaction sometimes not showing /save151
Reduced resolution of some terrain maps /save151
Improved world serialization /save151
Changed biome and splat terrain maps from AOS to SOA memory layout (far better compression) /save151
Layer stuff
taylorreynolds
Subtracting player models
Cherrypicking only player model changes (may be temporary)
Texture/material updates /vm_cleanup_new_arms
Alex Webster
update to sal cleaver controller /vm_cleanup_new_arms
ak transition update /vm_cleanup_new_arms
updated ak47 idle /vm_cleanup_new_arms
Maurino Berry
craft count debugging fix VM box access bug /progression
Alistair McFarlane
Cooking raw deer meat now correctly turns into cooked deer meat
2 October 2017
André Straubmeier
Removed BoneFollower (client optimization), second attempt
ptrefall
More on AI. /ai_6
More cleanup /ai_6
Iterative cleanup /ai_6
Steering work /ai_6
Maurino Berry
merge from main /progression
Damian Lazarski
Made snow specular more noisy /snow_biome_revamp
Ice lakes / further clutter spawning fixes /snow_biome_revamp
Ice lakes / extended decor and clutter maps to prevent bushes spawning too close /snow_biome_revamp
taylorreynolds
Merge from main /SkinUpdates_2