193,919 Commits over 4,079 Days - 1.98cph!
Increased the powerplant bottom part draw distance
NRE Fix when biome/topology map aren't available
Removing gather diminishing from others, max 2 xp - you'll get it all sooner
xp earned from bandaging/syringing other players (max 1.0 per user)
xp earned if someone else self heals with your bandage/syringe
shortened bandage other duration
- quick SwipeCity mockup idea
halfed or more crafting time for explosives and gunpowder
armored door is available at level 17 (was 20)
Hopefully fixed Influence Map projector not correctly showing different sized grids
Fixed some player controll building placement issues
IM debug tweaks, moved DM types enum to file
Agent and DecisionMaker cleanup, added DecisionMakerTypes, renamed old enum to DecisionMakerClasses
Moved influence map debugging update routine to DebugToolsObject and made it listen to the IM component manager event rather than updating every frame
Building placement no longer creates an actual Entity
Renamed DecisionMakerTypes -> DecisionMakerClass
Influence Maps now use a more generic approach
fixed the multi materials on the double barrel shotgun viewmodel
satchel charge exhibits beancan behaviour (duds etc)
beancan grenades slightly more expensive
c4 sulfur cost reduced by 20%
Added hurt admin console command (takes amount of damage as parameter)
Bleeding is displayed as total damage that will be applied over the bleeding duration
Bleeding rate is 20 damage per minute
Bleed causing weapons add 20 bleeding per 100 damage that was dealt
fixed explosive rounds dealing almost double explosive damage
Added influence map settings to Fuel To Effect machine process.
Building blocks can be rotated with R as well
Fixed rock box stacking exploits (RUST-1145)
skinning sfx added to anim
Stats and Effects component types renamed for consistency (dropped the Components suffix)
Reimported stats data
stab and stone sfx added to anims
Cleaned up Agent.TrySetCurrentGoalPlanVariant and made sure player goals are always respected
Fixed grenade viewmodel sometimes getting stuck in throwing animation (RUST-603)
Fixed high external walls/gates being placeable in foundations (RUST-41)
added satchel charge
protocol++
Refactored some grid stuff and added heat and grass influence maps
FOR FUCK SAKE graphic setting added missing included shader
FOR FUCK SAKE rebuild factory room prefab
FOR FUCK SAKE file cleaning
halved crafting time for ladder, bed, campfire, ceiling light, cupboard, bow, crossbow
FOR FUCK SAKE fix environment shader
FOR FUCK SAKE rebuild scenes lighting for new unity version
FOR FUCK SAKE rebuild shaderforge material
FOR FUCK SAKE removed shadow on enemy and player particle
FOR FUCK SAKE fix room spawning the wrong gate and rebuild prefab/room
- WIP save data rework to move to shop stuff
Changed how armor absorbs damage (so clothing and armor correctly add up)
Pressing R rotates placement guide of objects (WIP, can do more cool stuff with this)
Network++
AI Module weight adjustments for all units