483 Commits by 21 Authors. 10,306 files added, 217 deleted, 465 moved.
31 August 2018
Thomas Butters
removed unused textures
Now they show up...
Candles/damagedbooks/old sofa rgba textures - the .mat file isn't showing again.
André Straubmeier
Give up when no valid ocean patrol path has been found after 100000 iterations (instead of stalling the server forever)
Added ladder trigger prefab for Rust.World
Attempt to make action caching suck less
Fixed skins occasionally not displaying correctly (RUST-17)
Updated Facepunch.System memory pool to latest version
Forgotten file
Cleaned up plugins folder
Pål Trefall
Scene2Prefab cargo ship/cargo_ship
Initial setup required for AI spawning./cargo_ship
Merged from main via branch (updated manifest)/cargo_ship
Updated manifest/cargo_ship/cargo_ship_temp_merge
Merge from main (manifest conflict)/cargo_ship/cargo_ship_temp_merge
Compile fix
Merged from AI branch.
Updated manifest/AI_Improvements_5
Merged from main./AI_Improvements_5
Updated npc test level.
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Diogo Teixeira
Disabled read/write on a few textures (mostly trees)
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Damian Lazarski
Merge from swamp_tree_performance
Merge from main/swamp_tree_performance
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Garry Newman
Fixed NRE
30 August 2018
Pål Trefall
A bit more work on Scientist AI.
Scientist work without Navmesh/movement (turret-like)./AI_Improvements_5
Yet another merge from main/AI_Improvements_5
Scene2Prefab Military Tunnels
Improved reload awareness for Scientists (don't rush when reloading). Duck when reloading behind partial cover. Misc other little tweaks and improvements to Scientist AI. Tweaks to range restrictions on spawn points at Military Tunnels.
Merged from main/AI_Improvements_5
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Damian Lazarski
Swamp tree atlases Modified swamp trees to render as a single drawcall per tree/swamp_tree_performance
Vertex painted deck, hull and mast/cargo_ship
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André Straubmeier
Slightly faster tree mesh sort
Tweaked LOD cell distance mode switching Force rebuild of tree mesh count when doing full LOD refresh (i.e. when changing convars)
Fixed vending machine loot panel pooling errors Fixed workbench panel not refreshing when taken from pool
Optimized LOD refresh by using cell distance instead of object distance when far away Optimized tree.meshes by only doing the full refresh when needed and removing redundant work Removed duplicate tree imposter update in LOD refresh
Alistair McFarlane
bigwheel no longer shares workbench phrases Phrases rebuild LootPanels Scene2Prefab
progress backup/hapis10
Lowered max loot spawns at site B/hapis10
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fixed passing loot through floor using BBQ exploit
merge from main/hapis10
Garry Newman
Hide Signs convar, option
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29 August 2018
André Straubmeier
Fixed enforced tree mesh count not resetting when changing tree.meshes back to 0
Disabled "MoveToContainer failed!" message
Fixed serialization fuckup in MotorRowboat that could cause an NRE when switching CLIENT / SERVER in the editor
Added tree.meshes convar (limits the number of tree meshes to render, disabled by default pending testing in standalone)
Diogo Teixeira
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Disabled occlusion culling on macOS until fixed
Improved fastimpostors handling of fallbacks and edit-mode + small cleanup
Disabled fastimpostors on macOS until fixed
Fixed spinnerwheel quaternion related errors
Proper fix for fastimpostor NRE
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Damian Lazarski
Cargo ship anchor conveyor / unique textures / LODs / prefab setup/cargo_ship
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Pål Trefall
WIP on getting Scientists ready for Cargo Ship./AI_Improvements_5
Scene2Prefab Military Tunnels
Tweaked movement restriction logic for Scientists. Tweaked cover points at MT. Tweaked spawn points at MT.
Improved new Scientist aim system
Thomas Butters
Slot machine , fbx and prefab set up, + arm animation.
plastic finally allowed me to find the .mat change for the l96/cctv_test
Alistair McFarlane
network++
28 August 2018
Alex Rehberg
Ambience CullingGroup updates are needed much less frequently and are much faster when they do happen Eliminate GC alloc in AmbienceManager.SortLocalEmitters
Diogo Teixeira
Attempt at fixing impostor instancedata NRE
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Moved impostor batching code
Merge from fastimpostors
Fixed errors due to missing meshes Fixed server compile Fixed fallback/fastimpostors
Fixed culling visibility toggle delay/fastimpostors
Moved all tree impostors to Impostor layer/fastimpostors
Fallback to slow path when instancing unsupported/fastimpostors
Added impostor renderer for fast cpu-side drawing + attached to main camera Updated impostor shader to support indirect instancing Updated LODComp, RendererLOD and TreeLOD to support fast path Created Impostor layer; enabled by default in camera (fallback)/fastimpostors
Maurino Berry
merge from main/cctv_test
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baseline/cctv_test/airplane_mode
corn and pumpkin harvest time increased health over time takes much longer to convert into health !cctv password assignment/cctv_test
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Thomas Butters
removed old unused ao and metalness textures for l96/cctv_test
L96 RGBa texture - moving from Rust standard to Core shader (can't seem to find the material change in plastic)/cctv_test
Pål Trefall
Updated some spawn point at military tunnels. Scene2Prefab Military Tunnels.
Movement rules for scientists (stay close to spawn, etc).
Bandit guards don't like players sleeping for too long. Bandit guards don't like smoke grenades being thrown. Bandit guard hostility tweaks.
André Straubmeier
Fixed repair bench UI pooling issues Update lootpanel prefab scene
Vincent Mayeur
swamp trees billboard mats tweaks/save169
RUST-187 - oak_e missing billboards/save169
scene updated scene2prefab/cargo_ship
27 August 2018
Pål Trefall
Merged from AI branch.
More AI tweaks./AI_improvements_4
New scientist AI supports sampling multiple positions when navigating. Misc AI tweaks./AI_improvements_4
More tweaks to Scientist AI.
Removed editor debug vis.
Misc Scientist AI tweaks.
Damian Lazarski
Fixed pivots on anchor conveyor and mast Added anchors/cargo_ship
Cargo ship hull and deck progress/cargo_ship
Cargo ship anchor conveyor materials/cargo_ship
Cargo ship anchor conveyor machine/cargo_ship
Added simplified deck stairs colider Fixed mast issues/cargo_ship
André Straubmeier
Prefab pool warmup tweaks
Prefab pool warmup tweaks
Pool all loot panels, see if that works
Alistair McFarlane
Able to place deployables on repair bench shelf
Vincent Mayeur
tweaks texture sizes/cargo_ship
cargo ship loot spawns/cargo_ship
display hull and deck LODs further/cargo_ship
doors placement cargo ship scene2prefab/cargo_ship
manifest/cargo_ship
cargo ship interactive door prefab/model/cargo_ship
26 August 2018
Diogo Teixeira
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Fixed severe stuttering caused by ambience emitter removal
Alistair McFarlane
progress backup/hapis10
Vincent Mayeur
tweaks to scene/cargo_ship
cargo ship door LODs and prefab scene2prefab cargo ship/cargo_ship
progress backup LODs and prefab setup crew bld/cargo_ship
Pål Trefall
Merged from ai improvements branch.
Added convar to enable/disable Scientist use of thrown weapons./AI_improvements_3
Merged from main./AI_improvements_3
Experimenting with Scientists using thrown weapons./AI_improvements_3
25 August 2018
Diogo Teixeira
Subtracted sorting changes (28244, 28257, 28258)
Changed opaque construction materials to render first, after terrain
Added graphics.opaquesort toggle
Alistair McFarlane
progress backup/hapis10
subtract 28252 (bandit town fuckery)
merge from main/hapis10
Pål Trefall
More tweaks to Scientists at MT.
Cleaned up hostility at bandit town. Scene2Prefab bandit town.
Client/Server related compile fixes.
Merged from AI improvements 2 branch.
Generated console commands./AI_Improvements_2
Updated manifest/AI_Improvements_2
Merged from main./AI_Improvements_2
More tweaks to new aim system for Scientists. Tweaked load balancing for Scientists. Tweaked some weapon usage for Scientists./AI_Improvements_2
24 August 2018
Vincent Mayeur
progress backup/cargo_ship
Diogo Teixeira
Added camera opaque and transparent draw sorting override; opaque defaulted to NoSorting (testing)
Alistair McFarlane
BBQ allows small box to be placed underneath Snow jacket name fix
Maurino Berry
merge from main/cctv_test
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André Straubmeier
Removed world reflection quality since only mode 0 is currently supported on Unity 2018.1 (revisit with 2018.2)
Eliminated GC allocs from ESPCanvas Eliminated GC allocs from LifeScale
Rearranged graphics settings to make a bit more sense Moved experimental, slow features (grass shadows + contact shadows) to their own section
Damian Lazarski
Cargo ship container decals update/cargo_ship
Pål Trefall
Second pass iteration on new aim system for Scientists./AI_Improvements_2
Merged from main/AI_Improvements_2
23 August 2018
Maurino Berry
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skin approval files
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Pål Trefall
First pass iteration on new aim code for Scientists./AI_Improvements_2
NPC improved firearm usage when standing up from being ducked behind partial cover.
NPCs stick better to the ground (and floats just above it).
Some more NPC cleanup. Idle voices should now work properly.
NPC load balancing improvements.
NPC cleanup pass. NPC movement now ticked via repeated invoke, not load balanced tick.
NPC heading can't be zero. NPCs won't kill family members.
Diogo Teixeira
Turned on graphics jobs
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Alex Webster
Initial bar bones prefab, controller, folders, rig and anims/newVM
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Vincent Mayeur
deck room LODs/cargo_ship
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22 August 2018
Alistair McFarlane
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fixed some edge case areas animals spawning inside cliffs/hapis10
progress backup/hapis10
Maurino Berry
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nre fix smoke effect no longer gone forever outside network range
can no longer use smoke grenades under water
André Straubmeier
Cherry picking 28210
Reduced prefab pool prewarm count again (for now)/save169
Reapplying 28202/save169
Subtracting 28202
Subtracting 28192
Fuckin NavMeshGridCell
Refactored prefab pool prewarming Increased prefab pool prewarm count (test)
Skip LOD OnEnable / OnDisable while prewarming prefab pool
Removed ancient unused broken gib prefab
Damian Lazarski
Shipping container decals/cargo_ship
Cargo ship hull models and prefabs/cargo_ship
Merge from main/cargo_ship
Removed rigidbody from lanterns in bandit town Scene2prefab
Diogo Teixeira
Fixed smoke grenade ordering issue with some glass windows
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Merge from combinedfog
Merge from main/combinedfog
Atmos volumes now visible from outside w/ distance-based fadein Finished combined fog opt/combinedfog
Pål Trefall
New AI use radio comm voices. New AI goes dormant properly now.
Validate position checks in new AI.
New AI can't be wounded.
A bit more robust AI sensation data being sent out when explosives explode.
Updated manifest
Merged from AI improvement branch.
Merged from main/AI_improvement_1
MT Scene2Prefab/AI_improvement_1
MT test spawns for new AI./AI_improvement_1
Vincent Mayeur
terrain blend maps for swamps and bandit town fixed water surface size/shape in them
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21 August 2018
Maurino Berry
smoke grenade NRE fix
Pål Trefall
Yet another merge from main/AI_improvement_1
Merged from main/AI_improvement_1
Resolved CLIENT/SERVER separation issues in new AI./AI_improvement_1
More AI cleanup./AI_improvement_1
AI cleanup / generalization improvements./AI_improvement_1
André Straubmeier
Run prefab pool warmup after destroying map entities (otherwise warmed entities will be destroyed)
Fixed IndexOutOfRangeException during prefab pool warmup Fixed initial missing audio issues from prefab pool warmup
Compile fix
Unified "GameManager Warmup" and "Asset Warmup" to avoid doing duplicate work
Run prefab pool warmup after loading the level scene (otherwise some warmed up prefabs will be destroyed)
Fixed some entities and construction conditional models pooling on the server, which is not supported
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Damian Lazarski
Bandit Town shopkeeper room dressing Bandit Town and swamp_c scene2prefab
Merge from main/bandit_town_performance
Vincent Mayeur
control room deck computers scene update/cargo_ship
dressing tweaks/cargo_ship
20 August 2018
André Straubmeier
Fixed prefab pool warmup only being executed on first server connect
Fixed missing conditional model references on wooden wall
Removed some holster effect prefabs with missing sound references Fixed building conditional model prefab bundles
Compile fix
Merge from prefab_pooling_3
Merge from main/prefab_pooling_3
Fixed animal spawn loop when admin-spawning them via spawn console command
Damian Lazarski
Cargo ship decals v2/cargo_ship
Cargo ship decals/cargo_ship
Cargo ship decal progress/cargo_ship
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Pål Trefall
More animal reasoning improvements for Scientists./AI_improvement_1
Merged from main/AI_improvement_1
Improved animal reasoning in Scientists./AI_improvement_1
Awareness of thrown objects. Avoidance of explosives./AI_improvement_1
Alistair McFarlane
merge from main/hapis10
Vincent Mayeur
interiors seams polish, railings ship deck and interior dressing/cargo_ship
19 August 2018
Alistair McFarlane
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17 August 2018
Maurino Berry
can throw smoke grenades farther smoke grenades stack to 2
Diogo Teixeira
Fixed small mismatch in water fogvol
Fixed censor cube glitches around smoke grenade
Merge from main/combinedfog
Added workaround for QualitySettings.masterTextureLimit not working properly with arrays Fixed terrain texture resolution not reacting to changes in graphics quality level
Pål Trefall
Merged from main/AI_improvement_1
WIP AI work./AI_improvement_1
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Vincent Mayeur
ladder access fix/cargo_ship
scene switch/cargo_ship
cargo ship scene prep & dressing backup/cargo_ship
cargo ship scene prep & dressing backup/cargo_ship
André Straubmeier
Prefab pool warmup baseline/prefab_pooling_3
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16 August 2018
Maurino Berry
pumpkins and corn and now stackable and no longer have condition skin approval files
missing file
fixed invisible supply signal smoke removed debug.logs
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Damian Lazarski
Red pipe variant Cargo ship prop placement progress/cargo_ship
Cargo ship scene progress/cargo_ship
Cargo ship hull coliders Ladder triggers/cargo_ship
Cargo ship hull progress/cargo_ship
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André Straubmeier
Fixed error on effect onfire.prefab/prefab_pooling_3
Added prefab pool state export to csv file (export_prefabs)/prefab_pooling_3
More effect prefabs/prefab_pooling_3
More effect prefabs/prefab_pooling_3
Post-merge fix/prefab_pooling_3
Merge from main/prefab_pooling_3
NPC prefabs/prefab_pooling_3
Player prefabs/prefab_pooling_3
Plant prefabs/prefab_pooling_3
AI prefabs/prefab_pooling_3
Throwable prefabs/prefab_pooling_3
Clothing prefabs/prefab_pooling_3
Deployable prefabs/prefab_pooling_3
Projectile prefabs/prefab_pooling_3
UI prefabs/prefab_pooling_3
Sound prefabs/prefab_pooling_3
Tree prefabs/prefab_pooling_3
Static entity prefabs/prefab_pooling_3
Loot prefabs/prefab_pooling_3
Effect prefabs/prefab_pooling_3
Resource prefabs/prefab_pooling_3
Clutter prefabs/prefab_pooling_3
Building prefabs/prefab_pooling_3
Batching prefabs/prefab_pooling_3
Fixes/prefab_pooling_3
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Vincent Mayeur
ship crew building interior collider/cargo_ship
ship crew building exterior and antena colliders/cargo_ship
15 August 2018
Maurino Berry
nre fixes
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This commit has been marked private, so it is hidden
André Straubmeier
New prefab pooling baseline/prefab_pooling_3
Added PrefabPostProcess (runs after after components and children have been cleaned up)/prefab_pooling_3
PrefabInfo is now called Poolable (separate commit to keep the file history intact)/prefab_pooling_3
Damian Lazarski
Cargo ship hull decals/cargo_ship
Cargo ship decals/cargo_ship
Cargo ship hull progress/cargo_ship
Vincent Mayeur
cargo ship scene edits added a second way up to to the top floor into crew building crew building wip texturing/cargo_ship
scene updates further breaking down crew building exterior/cargo_ship
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14 August 2018
Maurino Berry
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added recycler just outside bandit town casino !fixed disable broadcast on shopkeepers oops fixed being able to turn recycler on/off if you are not the user
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Damian Lazarski
Cargo ship hull progress/cargo_ship
Cargo ship hull vertex paint v2/cargo_ship
Cargo ship hull vertex paint/cargo_ship
André Straubmeier
inventory.give takes item condition as an optional third parameter
Vincent Mayeur
cargo ship scene prep breaking up crew building into smaller models crew building interior greybox pass added static ship door/cargo_ship
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13 August 2018
Damian Lazarski
Cargo ship hull progress/cargo_ship
Vincent Mayeur
crew building exterior/cargo_ship
André Straubmeier
Eliminated GC from TOD image effects
Diogo Teixeira
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12 August 2018
Maurino Berry
removed GC allocs from hostileNote removed GC allocs from LookAtPlant
eliminated GC allocs from nametags
Diogo Teixeira
Fixed recurring GC allocs in postopaque, deferredext, water, atmosvol, TAA, bloom and articulated occludee
11 August 2018
Diogo Teixeira
Merge from main/bandit_town_performance
André Straubmeier
Cherry picking 28046 & 28047release
Cherry picking 28048release
Fixed skinned mesh renderer bounds not always refreshing when rendering icons (could lead to odd icon scales) Rebuilt all skin icons
10 August 2018
Maurino Berry
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UpdateColor NRE fix
nametag perf test
Alistair McFarlane
cherrypicking 28044release
progress backup/hapis10
Damian Lazarski
Cargo ship hull progress/cargo_ship
André Straubmeier
Cherry picking all skin & bundle changesrelease
Skin update
Fixed skins still downloading even if shipped with the game (regression from 28022)
Diogo Teixeira
Added culling.debug filtering by camera culling mask and debug layer filter
9 August 2018
Diogo Teixeira
Fixed imposter billboard orientation in shadow pass
Merge from main/bandit_town_performance
Merge from bandit_perf
Disabled mv on clothes lowest lods/bandit_town_performance
Subtract 28014, not necessary in this case/bandit_town_performance
Disabled mv on skin and hair lowest lods Patched obj mv fix to ignore non-object gen/bandit_town_performance
Disabled mv+shadows on weapon worldmodels lowest lod/bandit_town_performance
Disabled motion vectors and shadow casting on weapon entities lowest lod/bandit_town_performance
Alistair McFarlane
Updated all Hapis old caves, tunnels and sewers to use culling volumes/hapis10
Damian Lazarski
Cargo ship hull progress backup/cargo_ship
Added an additonal LOD level to wooden cabins Removed gaps between planks on LOD2/bandit_town_performance
Added static lanterns next to shopkeepers/bandit_town_performance
Maurino Berry
skin approval
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Vincent Mayeur
crew building exterior progress backup/cargo_ship
crew building exterior progress backup/cargo_ship
André Straubmeier
Cherry picking 27985release
Cherry picking 28003release
Added prevent_building_cube and prevent_building_sphere prefabs (custom maps)
Underwater crates sync position
Radtown loot prefabs respawn automatically if not spawned via spawn group (for custom maps)
Compile fix
Rebundling textures so future additions only require 1-2 bundles to be changed
Pål Trefall
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8 August 2018
Damian Lazarski
Enabled shadow casting on LOD2 for wooden cabins only/bandit_town_performance
Added batching to wooden cabins Disabled shadows on LOD1 and LOD2 on several objects in the bandit town Disabled particle fog/bandit_town_performance
Cargo ship hull progress/cargo_ship
Cargo ship hull progress/cargo_ship
Alistair McFarlane
Artic forest tweaks/hapis10
Maurino Berry
fixed boats decaying while in use
André Straubmeier
Cherry picking audio fixesrelease
Skin update
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Updated skin icons
Vincent Mayeur
crew building exterior wip/cargo_ship
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7 August 2018
André Straubmeier
Fixed exception on workshop skins that aren't installed at all and only exist in the cache
Fixed build server moving texture bundles to wrong folder when using -buildTo
Include skins in main install
Removed asset bundle splitting, see if that works
Maurino Berry
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Vincent Mayeur
crew building exterior [greybox end]/cargo_ship
crew building WIP/cargo_ship
Damian Lazarski
Cargo ship hull progress/cargo_ship
Cargo ship hull and scene progress/cargo_ship
Thomas Butters
changed size of L96 normals
L96, prefab, materials and collision mesh. (includes world model, same with 8x scope)
8x scope, materials, prefab and collision mesh
Alex Rehberg
Fix custom spread curves sometimes being stomped by modulation Tree fall sound tweaks
6 August 2018
Alex Rehberg
Ambience fix for real this time
Pål Trefall
Bandit guards are now more reactive to explosives. Guards put at base level of dredge. Bandit town scene2prefab.
5 August 2018
Vincent Mayeur
Fixed RHIB glitchy visuals under shader level 300
3 August 2018
Alex Rehberg
Potential ambience fix #2
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Potential ambience fix
Alistair McFarlane
Fixed RHIB disappearing on server restarts
merge from mainrelease
André Straubmeier
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Vincent Mayeur
Fixed scale issue on casino wheel using a custom model big_wheel prefab updated
Sheet metal door script export fuckup, fixed
progress backup crew building/cargo_ship
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Pål Trefall
Improved long range shooting AI for bandit guards.
2 August 2018
Pål Trefall
Added some extra safety checks around NPC sensor loading.
reverted bad aiId.
Minor tweak to junkpile scientists.
Some bandit guards should never move. Bandit town scene2prefab.
NRE check on NPC hostility consideration. Navmesh safety check when NPC tries to move to last known location of target. Improved some coverpoints at bandit town. Bandit town scene2prefab.
Adjusted some NPC health values.
André Straubmeier
Fixed palms not avoiding lakes
Unfucked ItemBasedFlowRestrictor parameter serialization Print error message when trying and failing to move item Include prevent movement layer in footstep raycast
Alistair McFarlane
merge from mainrelease
merge from prepatch_fixes
scene2prefab
merge from mainrelease
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Maurino Berry
yield % indicates scale of fruit as well as amount fixed fruit not appearing on plants fixed plant skin colliders being too small for plant info/prepatch_fixes
fixed rhib storage and clipping issues rhib steering wheel turns removed trout from food vendor, now sells tuna cans instead netwrok++/prepatch_fixes
added signs to bandit town shops lowered scrap payment for keycards slightly increased cost of lr300,spas, and m92 slashed durability of keycards - half as many uses
green keycard buy price reduced to 15 scrap
merge into main protocol++
fuel area fix/rhib_event
rhib spawns/rhib_event
merge from main/rhib_event
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Thomas Butters
6 shop signs for helk, materials/textures and prefab (found in Assets/Content/Props/signs)
Diogo Teixeira
Added combinedfog support to all relevant particle shaders/combinedfog
Refactored fog to combine atmospheric scattering and fog volumes (clean+opt) Added combined fog support for transparent surfaces Removed height density bounds from atmosphere volumes inspector/combinedfog
1 August 2018
Maurino Berry
updated bandit town vendor names updated bandit town black market/weapon vendor crude now buys 1 scrap for 6 instead of 10 extra pickles
static map puzzle fix
modified scale of bigwheel
fixed big wheel spin speed updated bandit town with vendors + public works/save166
humanoid vendor functionality bandit town sell orders/save166
Pål Trefall
Reduce janky movement for bandit guards when they lose sight of their target.
Tweak to boar topology preference.
Bandit town scene2prefab/bandit_town_tweaks
Added more bandit guard spawns to bandit town./bandit_town_tweaks
Generated console system
Convars for bandit hostility settings.
Animal roaming improvements.
Fixed melee attacks registering in AI as the weapon being initiator, not the player. Improved hostility reaction for guards in bandit town.
André Straubmeier
Merge from bandit_town_tweaks
Reapplied terrain anchor tweaks/bandit_town_tweaks
Merge from main/bandit_town_tweaks
Adjusted bandit town terrain anchors Adjusted distance between medium sized monuments/bandit_town_tweaks
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Fixed some spawn issues with the bandit town Network++ Save++
Bundles
Damian Lazarski
Changed water body coliders to cylinders/bandit_town_tweaks
Swamp_c made splats less circular/bandit_town_tweaks
Bandit town scene to prefab Swamp cabins scene to prefab Made splats around the bandit town less circular/bandit_town_tweaks
Fix for one of the lanterns blocking the path in abandoned cabins
Manifest
Updated wooden cabins Added static metal shopfront
Fixed bigwheel being too massive
Added AddToWaterMap script to waterbodies in swamps and bandit town
Fixed rocking chair position in the bandit town Fixed typo in the abandoned cabins scene
Cargo ship progress backup/cargo_ship
Manifest update
Alistair McFarlane
This commit has been marked private, so it is hidden
Phrases
Hapis ocean tweaks for better underwater vegetation placement
network++
merge from save166
merge save166 to main
Alex Webster
RUST-120 - VM hammer - Fixed arm clipping with vm clothes
Vincent Mayeur
removed clone entry in foliage.v1/save166