193,448 Commits over 4,079 Days - 1.98cph!
Supermarket counter / reduced wood saturation
Made FollowCamera/MapCamera zoom to transition optional, currently disabled
CP text brackets, verification bug attempt 1
Removed attack anim call from player controller input
cmd verification bug chasing
Fixed EntityComponentSystem not incrementing component index properly
Staying up to date with main
Async navmesh link generation and some cleanup.
Fixed the default item container hash being the same as the hash of an empty item container (now uses 0xffffff)
CP text stuff, reduced booster moevement 4->2, booster can now do 1-2 dmg
Fixed client side texture memory leak when paintable signs are destroyed (!)
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Eliminated GC allocs from MeshPaintableSource
Moved Rust.Data.Test to use the same folder structure as the other plugin tests
Deleted Plugins/ProtoBuffers (empty csproj)
Changed item container hash from massive string to CRC32 hash (eliminates GC allocs)
Eliminated GC allocs from UpdateClothingItems
Added Union64 to Rust.Global
Fixed CRC.Compute32 discarding the passed CRC value
Added CRC.Compute32 and CRC.Compute64 overloads that take numerical types
made is looking anim transition take priority to is alert anim on animal controller
update launcher model, adding mat/texture
update wip portrait
Added cooldown on brake press to enable better drifting
Yet another merge from main
Fixed a bad check in nav_disable improvements.
Retired TextureUtils (GC alloc galore)
Added GC-free Texture2D.Clear extension method
nav_disable usage improvements and compatibility with nav_grid.
When animals fail to spawn on a navmesh they now drop a corpse on removal/kill (scientists won't).
Added schematime convar (inventory schema refresh interval)
Fixed human rigidbody and collider components getting left on when the game starts (this might solve the invisible units bug)
Disable http redirects to ftp scheme - crashes Awesomium
Fixed UI.ActivityNotificationsWidget still accepting raycasts even if it was disabled, was blocking player input in the middle third/bottom half of screen
TryAdd in ItemContainer automatically stacks items where possible. Note that this means an item can now be destroyed during a TryAdd call
custom smg learnable recoil patterns and reduced aimcone
fixed flyhack catching people standing on vehicles
Unschedule sun events on destroyed vehicles
Sync prison times to the client so timer can be shown. Also ended up having both mission and prison times in game time rather than both in real time.
bradley shows smoke and fire based on current health
after not being attacked for 5 minutes, bradley heals over 60 seconds
code cleanup