193,066 Commits over 4,049 Days - 1.99cph!
Disabling some VPK code that is hitting an infinite loop
Launch_site terrain setup
Backup/progress core
Added different options for easier looting. Adding an item description.
Ai should sense corpses too
Reduced animal mesh compression
Attack damage is a variable on the npc
Ai senses - memory filter (should fix ai not seeing players)
Chicken doesn't use horse footsteps
Cleaned footsteps
Increasing navmesh bounds
Updated render queue field and added instanced field to rust/std shader gui
Instancing all materials part 2
removed unused moved/attacked variables from protobuf and references. More purging
Made camera look ahead of truck slightly
branched to start decoupling everything from a server for single player/modes
added exit button to map and squad editors
Enemy in-range indicators in movement mode, upgrade to 5.6
animals have proper corpse contents
added deer meat
use Entity.WaterDepth for ai queries
Cache waterfactor, waterdepth
Some invoke handler optimizations
Fixed spawn/spawnitem not working
Automated Windows Build #657
Automated Windows Build #656
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Automated Linux DS Build #656
Automated Linux Build #656
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Biter health 8->6, reduced front and side block
Reworked healer attempt #1
Big door interaction update. Let door hover show more info about the door, getting the state relative to the interactor from the server.
Doing a raycast insteadof raycastall on non-interactable layer interactables so they're blocked by intervening walls etc
Reduced cop and pedestrian vision distance from 75m to 50m
FOR FUCK SAKE ui
FOR FUCK SAKE shader