195,819 Commits over 4,110 Days - 1.99cph!
fixed BaseId hashedId not being serizalized
Removed rigidbodies from radiation sphere triggers (server physics perf)
apparently I changed something in Player and didn't commit it...
Commented out master server connect stuff
Standard override shaders no longer having duplicate code; now referencing their rust/std counterparts directly
Repair bench cannot be used to block off windows and see through them (collider accuracy)
Adding some loot minecarts and minecrates to military_tunnels
Caves now spawn minecarts as well as mine crates that contain loot
Adding minecart_loot models
Reduced overall client side player collider and rigidbody count by a third
Enabled prefab pooling on some effect spawns that weren't using it
Fixed particle systems on impact effects sometimes not playing
added the car wreck and junkpile art to junkpiletest
Automated Linux DS Build #29
Automated Windows Build #29
Automated Linux DS Build #527
Automated Windows Build #527
Imported Apex Utility AI + minor edits
FOR FUCK SAKE worker bot/mortar texture to be usable in future unit
FOR FUCK SAKE explosion FX/mat
FOR FUCK SAKE fix wall model gap
FOR FUCK SAKE floor texture mask tweak
!A FX geosphere model for explosion
merge from new database branch
Automated Linux DS Build #526
Extra checks for already-created components
Automated Windows Build #526
Automated Linux Build #526
* More checks for ISteamRemoteStorage item updates on srcds workshop
lots of database backend cleanup, factions boilerplate, ui rework
Master server stuff, database to mySql
maybe fixed player joining game message
console commands can now take a string and notify the user if it was invalid
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initial implementation of console commands
Fixed player preview not rendering
Added find materials tool ability to filter by keywords and find assets that reference a material