457 Commits by 12 Authors. 12,060 files added, 852 deleted, 145 moved.
30 September 2017
Damian Lazarski
Ice lake scene tweaks Water culling volumes Spawning fixes /snow_biome_revamp
29 September 2017
Diogo Teixeira
Fixed server compile error
gbuffer packing foliage subsurface color /foliage-shader-v2
Merge from main /foliage-shader-v2
Cherry picked 23038 and 23041
Fixed deferred mesh decal material rep sometimes not updating in edit mode /foliage-shader-v2
Fixed screen-space subsurface scattering and deferred mesh decals in edit mode / scene view /foliage-shader-v2
first wip /foliage-shader-v2
Maurino Berry
use maxvel from parent if applicable
bonefollower cycles after positionlerp
Damian Lazarski
Ice lake prefab tweaks /snow_biome_revamp
Added 3 additional ice lake variants /snow_biome_revamp
André Straubmeier
Steam vdf signing test
28 September 2017
Maurino Berry
map tip fix
This commit has been marked private, so it is hidden
merge from main /progression
reset player rotation on dismount
can place shelves in 1x1 again (whoops!)
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vehicle debugging
skin approval
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This commit has been marked private, so it is hidden
debug.logs
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can only pick up non-locked boxes
chair no longer syncs position
map writing enabled for mods
furnace costs 100 less wood furnace no longer starts with wood can pick up furnace if empty + hammer equipped + cupboard can pick up fridge if empty + hammer equipped + cupboard can pick up large storage if empty + hammer equipped + cupboard can pick up small wood storage if empty + hammer equipped + cupboard shelves can be placed overtop of existing boxes
vending machines can buy/sell BPs just like any other item /progression
merge from main /progression
map tip
map no longer needs a map item map item uncraftable F key toggles lights on car
ptrefall
A couple of IList iterators were gc prone.
More work on AI. /ai_6
Moar AI /ai_6
André Straubmeier
Wooden ladders can be stacked to 5 Can repair damaged ladders Can stack items that have condition if their condition is maxed out
Fixed BaseNpc serialization mismatch in CLIENT / SERVER (also fixes compilation error)
Raw and spoiled meat no longer goes straight to belt when picked up
BaseNpc implements MaxVelocity
Can place large furnace under floor grills even after the floor grills have already been placed
Ladder trigger tweak
Added barbed wire damage triggers to new high external gate Updated deploy volumes / socket tests on high external walls
Barricade collider updates
Sped up gate animation
Tweaked high external wall barbed wire damage volumes
Reverted barricade collider scale hack
Plugins
Vector2i, Vector3i, Vector2b, Vector3b implement IEquatable
Alex Webster
fixed skinning on vm bandages /vm_cleanup_new_arms
Vincent Mayeur
gate.external.high.stone has an extra protecting sides made of panels and barbwire
barricades shoot through colliders, slimmer blocking colliders
barricades wood, wood barbwire, metal share a more convenient footprint/volume
Diogo Teixeira
Fixed shadow quality change from 0 to 2
Alistair McFarlane
Network++
27 September 2017
Maurino Berry
iconrender update /progression
workbench 2 & 3 crafting speed bonuses hide quickcraft items if not at workbench +use on workbench opens crafting window /progression
workbench restrictions workbench UI notifications workbenches blueprint work /progression
tests /progression
research table converts scrap + source item into blueprint items show as 'new' after being unlocked hide item categories that contain no unlocked items show workbench level 1-3 requirement when blueprint is selected removed bunch of editor warnings /progression
taylorreynolds
Isolated hair changes /SkinUpdates_2
Isolated clothing changes /SkinUpdates_2
Diogo Teixeira
Grass material update
Added blue noise to penumbra shadow filter Increased penumbra shadow noise Twaked grass shadow intensity filter
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Fixed rust/std terrain-blend shadergui merge shenanigans /snow_biome_revamp
Cherry picked vertex alpha blend type changes from snow_biome_revamp
Fixed SSAO deferred injection Fixed penumbra setting in edit mode Enabled shadow noise dither Reduced shadow radius for spotlight
ptrefall
More ai work. /ai_6
More Ai work. /ai_6
Damian Lazarski
Supermarket texture fixes
André Straubmeier
Temporarily subtracting BoneFollower changes
Only twig foundation and floor building blocks can bypass building privilege Tweaked barricade placement sockets, prevent building volumes and damage volumes Reduced barricade collision mesh scale (hack until the models are updated)
Changed Windows RAM usage API to be similar to resource monitor
Added RAM usage to perf text
Vincent Mayeur
Moved floating wrench on workbench 1 /progression
Fixing pivots on workbenches 1-2-3 /progression
Alex Webster
merge from main /vm_cleanup_new_arms
mace anim blend fix /vm_cleanup_new_arms
26 September 2017
taylorreynolds
Isolated player model changes (no clothing updates) /SkinUpdates_2
Subtracted player models (again)
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Updated Manifest
Added hair icons
Merge skinupdates to main
Merge from main /SkinUpdates
Made hair items uncraftable/unavailable /SkinUpdates
ptrefall
Merged from main /ai_6
More on ai /ai_6
Some more work on ai /ai_6
Merged from main /ai_6
Fix boxing on equality check in Vector2b, Vector3b and Vector3i.
André Straubmeier
EAC SDK update
Alex Webster
increased speed of outro anim blend on ironsights /vm_cleanup_new_arms
updated vm ak base pose, transition additions /vm_cleanup_new_arms
Diogo Teixeira
Fixed shadow meshes on wall and fountation prefabs
25 September 2017
taylorreynolds
Merge from main /SkinUpdates
optimised large texture /SkinUpdates
More texture updates /SkinUpdates
Texture Updates /SkinUpdates
Texture Updates /SkinUpdates
Female asian head mesh, materials & textures /SkinUpdates
Male asian head/body seams Added ambient lighting to light body /SkinUpdates
Maurino Berry
merge from main /progression
light bugfix
merge from main /progression
Diogo Teixeira
Fixed shadow cascade blending in shadow quality 2 Moved occluders material to generic location Building/materials + added shadows material
ptrefall
More optimizations to AI system. Fixed Vector2i equality allocating.
Added some optimizations and more profiler hooks to the AI systems.
Merged from main /ai_6
gooseman
fixed gaps in the sedan model
André Straubmeier
Merge from weekend_branch_2
Merge from main /weekend_branch_2
Fixed parenting on bradley and heli loot crate fireballs
Alex Webster
ak47 world model fix
View model settings Set anims to use base mesh vessel /vm_cleanup_new_arms
24 September 2017
taylorreynolds
Male asian meshes, materials & textures /SkinUpdates
Maurino Berry
This commit has been marked private, so it is hidden
23 September 2017
Maurino Berry
updated sedan prefab with proper client collison meshes from minh vehicles collide with deployables
gooseman
added armrests to seats collision mesh
optimized sedan collision mesh separated the seat mesh from the chassis
ptrefall
Merged from main /ai_6
More npc navigation /ai_6
22 September 2017
Maurino Berry
relocked all items other than default blueprints item category amount on crafting window shows unlocked items instead of totals /progression
better clientside collision for sedan
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gooseman
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This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
updated sedan colliders
tweaked a bunch of 3rd person player animations
André Straubmeier
Removed BoneFollower (eliminates client side GC + some processing overhead) /weekend_branch_2
Eliminated GC allocs from SkinnedMultiMesh.UpdateLODGroup /weekend_branch_2
Fixed UpdateRotationFromNetwork working with world rotation instead of local rotation /weekend_branch_2
Added TerrainCollisionProxy (handles terrain carving for wheel colliders) /weekend_branch_2
Alex Webster
sawnoff shotgun - fixed arm clipping at max FOV, removed wobble at end of anim /vm_cleanup_new_arms
fixed arms clipping on m249 reload at max FOV /vm_cleanup_new_arms
ptrefall
More work on NPCs /ai_6
More work on NPC navigation. More robust NPCs with relation to low resolution navigation meshes. /ai_6
Some npc navigation improvements. /ai_6
Use checkbox rather than overlapbox when looking for player construction. Less fidelity for lower priority navmesh grid cells. /ai_6
Dynamic navmesh grid cell fidelity work. /ai_6
Merged from main /ai_6
Work towards mixed navmesh grid cell fidelity.
21 September 2017
André Straubmeier
Toggling grass shadows force-refreshes grass meshes
Fixed IOnPostNetworkUpdate regression (torch randomly getting switched off)
Error message typo fix ("Trying to to child" -> "Trying to parent to child")
BasePlayer.MaxVelocity takes mount velocity into account Eye verification distance checks take BasePlayer.MaxVelocity into account Unified eye verification checks to eliminate duplicate code
EAC SDK update
Fixed thrown weapons and arrows disappearing on impact when hitting entities Fixed checksum mismatch always clearing world cache on certain platforms Removed temporary savegame fix for staging servers Network++
EAC SDK update
Save entity position relative to parent entity Fixed invisible locks on server restart
Maurino Berry
chair deploy fix
quicker sitting animations skin approval
VehicleMovement hits triggers
sitting in chair provides 100% comfort
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This commit has been marked private, so it is hidden
NRE Fix better exploit attempt logging
re-added player y position smoothing
nre fix in NearMountPoint sound NRE fix
protocol++
increased size of chair prevent building /deploy volume vertically
merge into main
merge from main /mountables
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Matt Isaac
Added facial hair meshes and facial hair test, Added female hair textures and materials, Added pubic hair mesh, textures and materials (for imallpor), Added facial hair morph test - all to skinupdates branch. /SkinUpdates
ptrefall
nav_grid and ai_dormant on by default.
Better adjustment to ground when on a navmesh link. Stop freezing when stuck on an invalid navmesh link.
Merged from main /ai_6
Improved navigation/steering WIP /ai_6
Diogo Teixeira
Added graphics.grassShadows convar, disabled by default Added Grass Shadows toggle Graphics menu Fixed render texture size error when loading editor
Fixed missing shadows in shadow quality < 2 Fixed penumbra shadows not reset when switching quality
Defaulted shadow quality to 1 (previous default) due to potential perf impact on rec. spec hw Fixed penumbra shadows not clearing all overhead when shadow quality below 2
Added grass material for grass spawns w/ lower shadow intensity Restored original overgrowth material to 1.0 shadow intensity Added Shadow Quality slider to Graphics menu
Fixed issue with graphics settings and custom screen space shadows
Penumbra toggle on point and spot shadows
Slight refactor to deferred shadows to allow penumbra toggle Added graphics.shadowquality convar; 0=low/hard, 1=med/soft, 2=high/soft+penumbra (default because it's 2017) Nuked unnecessary files
Tweaked shadow distances
Disabled blocker search early out in directional pcss due to artifacts Disabled penumbra shadow filter noise to help with flickering
Adjusted searchlight and heli light shadow radius
gooseman
sedan collision model for interior
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This commit has been marked private, so it is hidden
This commit has been marked private, so it is hidden
Alex Webster
Bone club vm -fixed popping from throw cancel to idle /vm_cleanup_new_arms
20 September 2017
gooseman
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This commit has been marked private, so it is hidden
adjusting spine blending values to look more natural when running
Maurino Berry
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merge in /mountables/mergecollider
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merge from main /mountables
tests /mountables
merge from main /mountables
fixed bug where turrets/helicopters would shoot like shotguns during low fps fixed bug where turrets/helicopters would not obey timescale !mounts dictate player positions !fixed jittery issues when player is on a moving serverside mount /mountables
Diogo Teixeira
Small tweak to directional penumbra, more softness at base
Added penumbra shadows for sun/moon light (broke cascade blending)
Cherry picked grass changes
Added penumbra shadows for spot and point lights (toggle incoming) Re-enabled shadow intensity with new custom, alu only dither Changed material propery order and control for foliage shadow intensity
Damian Lazarski
Fixed black shading spots on grass Changed grass size to be more realistic Material tweaks /snow_biome_revamp
Alex Webster
updates to Bow VM /vm_cleanup_new_arms
Bow - Updated to latest rig & added new arms, rebuilt prefab and arrowhead attachments /vm_cleanup_new_arms
André Straubmeier
Entity parenting overhaul (this most likely breaks everything)
19 September 2017
Maurino Berry
player eye offsets correct on mounts aiming relative to mount /mountables
can look around on mountable with clamped angles /mountables
Diogo Teixeira
Disabled foliage intensity until we have proper filtering for spot and cube shadows
Cherry picked overgrowth material tweaks
Cherry picked foundation shadow mesh fix
Enabled grass shadow casting by default (gfx menu toggle soon) Added custom shadow path to foliage shader Added foliage shader ability to override shadow bias, shadow intensity and shadow alpha LOD bias Tweaked overgrowth material
Damian Lazarski
Overgrowth reduced alpha cutoff /snow_biome_revamp
Merge from main /snow_biome_revamp
Foundation floor shadow fix /snow_biome_revamp
Merge from main /snow_biome_revamp
Ice lake backup /snow_biome_revamp
André Straubmeier
Fixed some problems when repeatedly connecting to the same server in one session
Reduced memory usage by freeing the world serialization cache after loading the map Addedd watermap memory usage to world info text
Matt Isaac
added male_hairstyle_01 to prefabs on skinupdates branch /SkinUpdates
Alex Webster
fixed issue with pickaxe attack hit anim /vm_cleanup_new_arms
fixed clipping on big cleaver, longsword and mace attack at 85 fov /vm_cleanup_new_arms
18 September 2017
Damian Lazarski
Ice lake LOD/COL/prefabs Scene fixes /snow_biome_revamp
Ice lake progress /snow_biome_revamp
taylorreynolds
Cherry pick from 22121 (Blank hair prefabs) /SkinUpdates
Merge from main / Cherry pick from 22778 (Player model merge) /SkinUpdates
André Straubmeier
EAC launcher fixes (needs x86 lib)
Switched EAC launcher to the new minimal official one (easier to debug for them, less fucking around for us)
gooseman
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tweaked walk/jog animations added 3rd person waterbucket animations added 3rd person camera animation updated weapon override controllers
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Diogo Teixeira
Improved adaptive shadow bias to scale according to texel-to-world ratio instead of distance Touched all relevant shaders Fixed flashlight attachment showing gun shadow all over the place
Alex Webster
updated bolt deploy anim export /vm_cleanup_new_arms
merge from main /vm_cleanup_new_arms
Lr300, Semi auto rifle, SMG, Bolt rifle - Updated to latest rig and arms, clean exports, rebuilt prefabs /vm_cleanup_new_arms
Maurino Berry
merge from main /mountables
junk /mountables
15 September 2017
Maurino Berry
chair work /mountables
Alistair McFarlane
Eating raw fish no longer makes the player puke
Diogo Teixeira
Added rust/std terrain-blend factor+fallof control to vertex alpha blend type /snow_biome_revamp
Cherry picked rust/std terrain-blend changes in 22762 /snow_biome_revamp
Alex Webster
Crossbow and Rocket Launcher - Updated to latest rig and arms, clean exports, rebuilt prefabs /vm_cleanup_new_arms
Damian Lazarski
Ice lake progress / slightly improved snow /snow_biome_revamp
14 September 2017
Alistair McFarlane
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Diogo Teixeira
Fixed shaders other than terrain not getting adaptive shadow bias
Increased directional light initial shadow bias to address flat surfaces
Adaptive shadow bias to fix shadow offseting; touched all rust/std shaders
Softer lighting via less intensity + more exposure + reduced ambient saturation
Add blend type option to rust/std terrain blend shaders, complex (default) and vertex alpha (simple)
Maurino Berry
This commit has been marked private, so it is hidden
exploit fix
skin approval a million mounted fixes thompson has reduced aimcone
debug.log
fixed condition not visibly scaling consumable properties in info panel fixed tooltips getting stuck
vending machine really no longer drops items
merge into main
merge from main /consumeinfo
vending machines never drop any loot when destroyed vending machine health slightly increased rebalanced all raw meat to poison other than fish rebalanced all burnt meat to give 1/4 cooked meat yields tooltips can use translations added consumable/medical info panels added basic mounting system for chairs /consumeinfo
taylorreynolds
Subtracted player model changes
fix for broken head collider
Merge to main
Cleanup /SkinUpdates
Merge from main /SkinUpdates
Texture optimisation /SkinUpdates
Removing temp hair styles from this branch /SkinUpdates
gooseman
fixed player sit on chair code /player_sit_down
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This commit has been marked private, so it is hidden
ptrefall
Using steering target to judge angle of movement change works better than next position on the nav agent.
Added a fix for the potential of navmesh sources to go invalid over time (so we check them before we bake). A slight improvement to animal flee behaviour and speed related to angle of next position.
Rewrote rebake logic to use the bake heap. Cells and layers are now aware they're in the bake heap awaiting baking. Updated the bake heap comparer, that it more reliably prefers cells close to players.
André Straubmeier
Updated Facepunch.Unity (fixes manifest download sometimes silently failing)
Alex Rehberg
Cleanup duplicated MainCannonAttack prefab
Bradley sound tweaks
Perf fix for occludable sounds with local voice limiting enabled
merge from main/bradley-sounds
merge from main /bradley-sounds
Bradley sounds /bradley-sounds
13 September 2017
Diogo Teixeira
Fixed clothing prefabs w/ skin parts not updating material /SkinUpdates
ptrefall
Set nav_grid to false by default.
Check neighbour navmesh cell as valid target before we attempt to generate a link in that direction. Generate links async and with a queue, that we can control how many links we generate each frame.
A couple more checks, just to be on the safe side.
NRE fix in Navmesh grid.
Set nav_grid to false by default
Merged from ai_5
Updated console system /ai_5
Merged from main /ai_5
Cleanup pass /ai_5
Started work on ordered baking based on player whereabouts (navmesh where it's most relevant first). /ai_5
taylorreynolds
Stripping out unused textures /SkinUpdates
Texture edits /SkinUpdates
Merge from main /SkinUpdates
tweaked darker skin colours /SkinUpdates
Cleanup & mouth texture optimisations /SkinUpdates
More lods Removed all unused meshes from playermodel fbx Skin set changes /SkinUpdates
Alex Webster
Eoka Pistol, Flamethrower, Pipe Shotgun, Revolver - Updated to latest rig and arms, clean exports, rebuilt prefabs /vm_cleanup_new_arms
André Straubmeier
Eliminated some tiny GC allocs from nested coroutines
When loading the map from cache, prefabs spawn async to avoid stalling the client for a long time Cleaned up asset FileSystem_Warmup by removing unused code
Merge from eac_api_2_1
Reverted Auth_Steam to version from main (just to be safe) /eac_api_2_1
Formatting /eac_api_2_1
Network++ /eac_api_2_1
Merge from main /eac_api_2_1
EAC SDK update /eac_api_2_1
Improved EAC authentication workflow /eac_api_2_1
Alistair McFarlane
More item description updates
12 September 2017
ptrefall
Navmesh links are now pooled prefabs. /ai_5
Improved navmesh link usage (hopefully dodging the crash bug). /ai_5
taylorreynolds
skinset updates /SkinUpdates
fixed eyes on player preview /SkinUpdates
Damian Lazarski
Ice lake prototype /snow_biome_revamp
gooseman
added smoke effects to bradley treads
Diogo Teixeira
Fixed NRE caused by visibility lists not empty when joining a server after demo play
Attempt at fixing RUST-1765
Fixed ragdoll root not following ragdoll bounds; affected lod, fly swarm (RUST-1700)
Alex Webster
Torch, F1 Grenade, Supply signal - Updated to latest rig and arms, clean exports, rebuilt prefabs /vm_cleanup_new_arms
11 September 2017
Maurino Berry
auto turret loses target when it goes out of range
André Straubmeier
Adjusted EAC auth to prevent timeouts Pause EAC heartbeat when receiving data Changed authtimeout default value to 60 seconds Added playertimeout convar to adjust the "unresponsive" kick time /eac_api_2_1
EAC SDK update /eac_api_2_1
Merge from main /eac_api_2_1
Tweak
No longer wait for all skins to finish downloading in the loading screen by default (skinwarmup convar)
Combat log now includes an info text when something / someone is wounded or killed
Diogo Teixeira
Added particle collision lod to remaining explosions
taylorreynolds
Added back in bone scaling /SkinUpdates
10 September 2017
Alistair McFarlane
This commit has been marked private, so it is hidden
More item description updates and fixes
8 September 2017
Alex Webster
Rock, Survey charge, Water bottle, Water jug, Hammer - Updated to latest rig and arms, clean exports, anim changes, rebuilt prefabs /vm_cleanup_new_arms
7 September 2017
Diogo Teixeira
Optimized survey charge particle collision settings + added particle collision lod
Restored shader variant collection (for shaderwarmup)
Added shaderwarmup console call; 3 minute wait to avoid hiccups (editor only)
Added back shaderwarmup for editor only + shader variant collection
Fixed deferred mesh decals
Fixed image layer NRE when composite isn't available
Updated speedtree shaders Updated motion vectors shader Updated standard cgincs
Maurino Berry
skin approval
missing files
bradley can now drop a package of 12 tech trash instead of HQM
removed weird gather values from items
melee info ui
compile fix
weapon information panel
overlays no longer visible in third person (scope/helmet) fixed missing ref on planters manifest/prefab spam
taylorreynolds
Added female head lods to skinsets /SkinUpdates
clothes fixes /SkinUpdates
Collider fix /SkinUpdates
last set of clothing edits /SkinUpdates
More clothing edits /SkinUpdates
More clothing edits /SkinUpdates
André Straubmeier
Fixed skinnables having duplicates of their model and viewmodel bundled with them by moving everything from steamitems.bundle to content.bundle
Potential fix for crash when closing the game
Removed a number of less important profiler samples to improve profiler stability
Fixed LOD warnings in workshop item viewer Removed legacy functionality from GameManager Re-enabled lowercase conversion warning when creating prefabs (standalone)
Stripped shadervariants asset
Removed editor shader warmup (see comment)
Damian Lazarski
Merge from main /snow_biome_revamp
Supermarket final tweaks
Fixed supermarket products LOD issues
Supermarket products finished textures
Alex Webster
Hatchets and pickaxe - Updated to latest rig, added arms, clean exports, rebuilt prefabs /vm_cleanup_new_arms
Alistair McFarlane
Another UI fix introduced in 2017 Unity update
Fix for main menu news img displaying incorrect since Unity 2017 update
ptrefall
Merged from ai_4
Merged from main /ai_4
Cleaner seperation of server and client in ai code. No nested coroutines in navmesh grid generation. New convars to control navmesh grid generation (cell size and height). /ai_4
gooseman
fixed geiger counter pose made geiger counter rod folow the left hand
6 September 2017
taylorreynolds
Clothing edits to match new geometry /SkinUpdates
Merge from main /SkinUpdates
Diogo Teixeira
Fixed screen space shadows
Moved tonemapping+grading effect back to main camera
Alistair McFarlane
Fix for ServerImage displaying incorrect since Unity update
Phrases
André Straubmeier
Merge from save150
Merge from main /save150
Updated supermarket and gas station terrain anchors and terrain adjustment radius / fade for smoother transition /save150
Forest splat tweak /save150
Fixed some monument prefabs being saved active instead of inactive /save150
Updated microcliff splat and topology modifiers to make their transition look less horrendous /save150
Updated cliff splatting and topology analysis to better preserve existing values (primarily around mountains and cliffs) /save150
Fixed grass meshes sometimes reaching onto other splats /save150
Don't cache map in editor /save150
ApplyTerrainAnchorsNew is now the default /save150
Increased launch site spawn priority to highest /save150
Default map size is once again 4k (which means official servers will switch to 4k maps this wipe) /save150
Merge from main /save150
Fifth attempt to fix RUST-1760 ("You cannot have more than 262143 Colliders enabled in total" spam while loading a save) Better server startup logging in case this doesn't do it
gooseman
added 3rd person animations for holding the camera properly. fixed the camera materials tweaked the 3rd person walking animations
geiger counter entity / animations
Damian Lazarski
Updated supermarket prefab /save150
Supermarket junk colliders /save150
ptrefall
Fixed compile issues
Fixed ai.prefab data reset.
Fixed a couple Server vs Client compile errors.
Merged from NavMesh Link branch
Merged from main /NavmeshLinkImprovements
Merged from main /NavmeshLinkImprovements
Disabled scientist populations by default. Disabled nav_grid by default. /NavmeshLinkImprovements
Potential fix for crash bug. /NavmeshLinkImprovements
Alex Webster
Beancan charge, C4, Bone Knife, Bota bag - Updated to latest rig, added arms, clean exports, rebuilt prefabs /vm_cleanup_new_arms
Alex Rehberg
Voice limiting tweaks Play camera focus sound less often on auto turret
Auto turret accent sound voice limiting tweaks
5 September 2017
taylorreynolds
Female body lods & all head lods /SkinUpdates
André Straubmeier
Added "foliagegrid" editor convar
Fixed profiler sample mismatch in RendererCell.RefreshAsync
Added ProfilerDebug tool to track down profiler sample mismatches
Some "using UnityEngine.Profiling;"
Fixed client side profiler mismatch in BasePlayer.SendClientTick
Fixed Rust.Application.isLoading not being set during GameSetup (editor startup)
Fourth attempt to fix RUST-1760 ("You cannot have more than 262143 Colliders enabled in total" spam while loading a save)
PrefabParameters now contains a priority Monuments are ordered by priority when placed /save150
Third attempt to fix RUST-1760 ("You cannot have more than 262143 Colliders enabled in total" spam while loading a save)
Second attempt to fix RUST-1760 ("You cannot have more than 262143 Colliders enabled in total" spam while loading a save)
Network++ Save++ /save150
Reapplied smalluments /save150
Subtracting smalluments (will re-add later with other wiping changes)
Attempt to fix RUST-1761 ("Sub-emitters must be children of the system that spawns them" on Hapis)
Attempt to fix RUST-1760 ("You cannot have more than 262143 Colliders enabled in total" spam while loading a save)
Damian Lazarski
Fix for bradley shooting trough the rocket factory roof
ptrefall
Testing/Uncovering crash bug. /NavmeshLinkImprovements
Merged from main /NavmeshLinkImprovements
Merged in 2017.1 /NavmeshLinkImprovements
Vincent Mayeur
detail dressing pass gas station /save150
merge from smalluments
merge from main /smalluments
4 September 2017
Damian Lazarski
Supermarket junk LOD's/prefabs /smalluments
Supermarket junk texture progress /smalluments
André Straubmeier
Disabled LOD_FACE_CROSSFADE multi compiles (should be unused afaik & cause shader compiler errors)
Merge from unity_2017.1
Full plugin rebuild (API changes) /unity_2017.1
2017.1.1f1 /unity_2017.1
UnityWebRequest.GetTexture -> UnityWebRequestTexture.GetTexture (soon: UnityTextureWebRequestTexture.GetTexture, then: UnityTextureWebTextureRequestTexture.GetTexture) /unity_2017.1
Merge from main /unity_2017.1
Fixed texture / memory leak in HttpImage (+ now using UnityWebRequest)
Updated Apex libraries (API auto-update) /unity_2017.1
ptrefall
Merged from main /NavmeshLinkImprovements
Raycast navmesh links to ensure they don't go through stones, walls, etc. Add a convar bool to enable/disable navmesh link generation, that it's not enforced. Set up a convar for how many links we try to set up between navmesh grid cells. /NavmeshLinkImprovements
Merged from main /NavmeshLinkImprovements
gooseman
fixed the 'EffectRecycle' code so it takes into account the max particle time
Alex Webster
please stop /viewmodel_rig_organisation_and_new_arms
Cleaver big, Guitar, Medical syringe, Mace, Machete, Longsword, Water bucket - Updated to latest rig, added new arms, clean export, rebuilt prefabs /viewmodel_rig_organisation_and_new_arms
Alistair McFarlane
Fixed some foods having missing sounds when consumed Consuming raw foods now makes the player vomit (better feedback) Armored square foundation now uses correct footstep sfx
More description updates and fixes
3 September 2017
Damian Lazarski
Supermarket material polish / removed invisible blockers /smalluments
Supermarket junk props /smalluments
ptrefall
Merged from main /NavmeshLinkImprovements
1 September 2017
André Straubmeier
Updated Unity libraries in Plugins/ /unity_2017.1
Merge from main /unity_2017.1
Application.CaptureScreenshot -> ScreenCapture.CaptureScreenshot /unity_2017.1
Transform.FindChild (obsolete) -> Transform.Find
2017.1.0p5 /unity_2017.1
gooseman
fixed muzzleflash location on several weapons ( 3rd person )