194,539 Commits over 4,079 Days - 1.99cph!
unticked "positional" on resources to make them work without interaction positions
Changed prevent_building spheres at monuments for boxes (less way of interference with underground building allowed caves)
coffee beans on coffee bushes
Picked multiple cherries from main
Automated Linux DS Build #19
Building deconstruction no longer uses Skills. Editor tweaks
optimization pass
adding cave and bucket lift LODs
carrots, water mint and dandelions
Sway
Viewpunch
Deploying
Use
Automated Windows Build #19
Automated Linux Build #19
Refactoring/cleaninup BaseEntity.Settings handling and cast caching
Building data + editor stuff
Buildings no longer have Stats and Effects components by default, doing decay in code without Stats for now
Building decay stats setup
Global "show help" editor pref, toggle in DataBrowser.
Removed randomised density crap from SpawnPopulationSettings, added some explaination text to the editor
Added biome tinting to two-way blend shader (RUST-1342)
Flash selected decal
Updated inventory deault items
cave debug digits added to cave scenes (easier to target bugs that way)
reduced the amount of caves total spawning to a maximum of 25 possible (same as the old cave)
scene2prefab caves
Added entity debug commands to server build as well
sewer tunnels and rooms prefabs have their own prevent_building volumes
timber mine prefabs have their own prevent_building volumes
Entities can opt out of the load balanced game object destruction (makes sense for held entities)
Fixed certain entities sending a group changed message before they spawned (which is pointless and ignored on the client)
Log warning when trying to change the group of an entity that does not exist on the client
Added some entity debugging tools (find, find_group, find_id)
Automated Linux DS Build #443
Automated Windows Build #443
Automated Linux Build #443
* Undone EffectData() resetting its data until we find a way not to break ShellEject effects
* Fixed an issue with DComboBox
* Fixed an issue preventing addons adding custom spawnlists with spawnmenu.AddPropCategory, even though they really shouldn't be allowed
added glue
added propane tank
added roadsgins
added sheetmetal
added sticks
updated lootspawn to optionally use a min/max amount to spawn
template component loot table
mp5 viewmodel and worldmodel prefabs and sound f/x
Finally got player-in-vehicle initial sync working. OnClientInitialize manual call here is a bit hacky.
StatsParameters validation for data, names for StatData entries
StatTypeDefintion groups by EntityType in DataBrowser
Added some Building specific Stats (Rain & Wind Resistance, Structural Integrity)
DataBrowser effect labels prefixed by EntityType