193,025 Commits over 4,049 Days - 1.99cph!
Fixed some issues with Buttons and their interaction with Lamps
started on client separation to local/internet
Enabled packed 32bit HDR format on all tier levels, when available (bw++ on dx10+ hw)
FOR FUCK SAKE tweak shader/ UI material
Animal attacks show hud damage indicator
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Disabled offset in FollowCamera
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Automated Linux DS Build #662
Automated Linux Build #662
Fixed weapon_357 returning wrong hold type in Lua
Resizing every speedtree without care or consideration
Log game object name when encountering SkinnedMeshCollision without SkinnedMeshCollider (RUST-1645)
Disabled follow camera tilt, now only adjusted via zoom curve.
Added movement input follow offset test
Fixed metal chest plate rig in prefab (RUST-1637)
Player prefab, some follow camera field NonSerialized attribs
Added OpenGL core to Windows (for asset bundles)
Fixed RustBuilder not building all all platforms as debug build
backup/progress
bit of overgrowth for preview
Spinner wheel sounds
Water lapping sound polish
Fixed NPC interaction bug
Minor ragdoll method edits.
Merging in a particular commit with an AI fix.
Fixed a bug where AI would stop walking their current path after their target died
Got NPC vehicle collisions working again
NPC push velocity updated to match player
Working on a new vehicle/player collision system that improves collisions and removes janky "pushing" vehicles around.
fixed rare issue where a dead helicopter could enter a strafe
animals align to terrain height/slope
animals try and face attack target
Removed need for capsule collider on the server by using a different character controller setting.
Two seconds of invulnerability to collisions after exiting a vehicle.
Pretty sure player_motor doesn't need to token rigidbody anymore
Wearable no longer implements ITickable
Item decay progress;
Wearable uses similar calc to Buildings (Wearables have a rain resistence and armor)
Tool and Weapon components have a Use method, with some temporary calc using Skill values
Items that reach durability of 0 are destroyed. which records activity/spits UI notifications
EntityComponentParameters can override array of required component types, validated in editor
Touched a bunch of assets because of validation
Rocket factory site / texturing pass / backup