193,639 Commits over 4,079 Days - 1.98cph!
Fix for LOD distances on scaled meshes
Stairs_lshaped tweaks to railing size, added proper collision and created prefab. Added 1x1 surface_default tile to _shared folder to use for generic lods. added lod textures for all wall_door and wall_window variations with 255,0,255 hole masks
[D11] Disable Application.Quit for console
updated tile shader with the board height as a shader global variable when boardheight!=0
removing some UI blur (still more to remove)
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[D11] [UI] Workbench and Vending Machine loot panels now disallow give options correctly.
AI will no longer perform attacks that damage friendly units at the same time as enemy units (this only happened when it was worth doing) at all because it looks like the AI is being stupid not smart.
Jumper movement range increased 4->5
Jumper dmg increased 3->5
[D11] [UI] Adjusted Vending Machine Loot Panel Visuals. Fixed unreachable code in TimeWarning.cs.
Organising UI assets, removing unused
Makeshift battery cell tier 1 prefab/fbx/materials/textures/lods/collision/gibs
[D11] [Audio] Fixes local loopback problem.
[D11] [UI] Limited vending machine panels to 7 columns 1 row instead of 6 columns 2 rows with 5 "locked" slots.
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Increased booster attack range 3->4.
Fixed AI boosting units with its last CP.
Added Defines.MinUnits, used in validation rules.
Added Squad.GetrRulesForMode(gamemode)
Squad.GenerateRandom now takes validation rules, can now generate squads without unit type limits.
Added a new squad ruleset for daily challenge mode. Daily challenge mode no longer limits unit limit types, eg can now have squads with 3 Healers etc.
[D11] [Audio] Checking in WIP... Should fix PS4 local echo's but can't test as need to merge with main
[D11] [UI] Fixed type mismatch.
Cam fixes, upgraded to .4f1
[D11] DTLS handshake MTU value fixed (as opposed to relying on discovery). Another attempt to fix the handshake decrypt errors on high-latency servers.
Some initial work, mostly VehicleManager. Helicopter prefabs are just a duplicate car.
Clean up warnings when in #CLIENT mode
Changed reloading to not fire from the client. Got rid of reload-specific methods as well and moved all reloading stuff out of the base HeldItem and into guns.
fixed some UI sorting due to the UI being render in overlay
forced unit LOD 0 in career logo editor
Muzzleflash hue tweak.
3x3 muzzle billboard atlas can be a bit smaller too.
Added gas station gas_station_exterior, gas_station_extension, missed outpost outbuilding_1st_15x9, oilrig water_drum_toxic prefabs for map makers
[D11] Prevent SelectedBlueprint from updating if crafting menu is not open
[D11][Tutorial][#2078] Delayed setting of HUD config to the setup phase of light fire
[D11][UI] Stop player stats panel appearing on npc corpses
[D11][Tutorial][#2106] Fix for localserver not clearing entities when leaving game
Port from GO branch: Prop gibs now have the color of their parent entity (i.e. the entity that was broken) Networking disabled for the time being so singleplayer only for now
Entity.GibBreakClient now has an optional second argument, to OVERRIDE the gib color, otherwise the entity's color is used, note above for networking applies
Fixed RUST-303 (hopefully?)
added stairs_lshaped textures and lods,,set wall_default_LOD2's vertices to 0, and moved floors to _shared and renamed surface, set their lod2's vertices to 0
memsnap needs absolute paths probably
[D11] [UI] Notices for picking up/dropping items no longer uses animators and should be better set up layout-wise to prevent performance issues. NPC shops should now show their correct names.
[D11][#1127] Hide view model before destruction to avoid both animations been visible at once
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[D11] [Console] Fix to UI for accidently spelling "xums"
Player name tag optimization
Chat box optimization
- console config saves when closing options.
- adjusting volume based on a log scale because db isn't linear.
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Pistol tweaks.
M92 doesn't have the crude powder effect.