194,760 Commits over 4,079 Days - 1.99cph!
ConsiderationGroupSettings editor
Re-worked food AI related to resources/dispensers, humans now take food from dispensers, relying on DM to then eat that food
Added DispensablesConditionSettings, for checking if a target Dispenser provides suitable food for a unit's diet
Added Consideration Group (needs editor work)
Buildings and interiors now generated on client from proto. Needs seeds.
Fixed egg thing because reasons
ASE.CustomMaterialInspector error fix
Converted some of xtab's skins to the new system
Updated RustBuilder
Updated bridge prefabs
Fixed no path issue
AI can boost
Refactored target pos
changed hair to new shader
Fixed tanktop, collared shirt descriptions
cleaned up and swapped shader on animal materials
Disabling damage to players in vehicle again for now. Coloured "enter as driver" green.
Working on players in vehicles. Not exactly correct at the moment, but it's stable enough for a release.
more janky terrain tweaks
dicking around with the scene
Refactored vehicles into various base classes
Show proxy players in vehicles. Version number display. Prevent interaction properly while in vehicles.
Added approximation of torque/speed relation
Particle egg thing backup because I'm too lazy to split into a new proj right now
Fixed mouse getting unlocked after window lost focus
Added a really basic version number with display on the main screen.
Just increased MAX_PROXY_TIME_DELAY since we have no extrapolation ability.
Added documentation comments for posterity
TakeFromDispenserSettings consume fix
Half-assed fix for gamma darkening when resizing viewport with TSSAA enabled
Skin shader tweaks
TakeFromDispenser picks up item using animation bypass overload
removed unused materials and switched used one to new animal shader for the bear
switched animal_skin shader to new shader (used on clothes)
More debugging convar stuff
Moved UpdateWaterVisibility to LateUpdate
Building list now gets sent to clients when they join.
Shot in the dark: Eliminated physics call from Camera.OnPreRender, toggle with ambientvolumes as well
Fixed VisualFXParameters adding duplicate VisualFX components to prefabs when cached
Removed animations from ConsumeFromX interactions
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Animation event debug stuff
Fixed RUST-1439 - Barricades at Sat dish have no collision / not destructible
Feature creeped a last minute radtown highrise.