194,083 Commits over 4,079 Days - 1.98cph!
Damage properties are stored on projectiles
Shotgun buckshot uses headshot damage multiplier of 1.25
airfield work backup
Power substation models/LODs/COLs/Prefabs and textures
- Added CollisionMask to room gates/forcefields
- WIP collision system improvements to make it less shit and stupid
- new CollisionMask component
- BaseMovement and BaseProjectile can now check CollisionMask component if present
- Barrier ability collision now uses CollisionMask
Fixed InvalidOperationException in OnProjectileAttack (RUST-1157)
Skip underwater overlay if water excluded from camera culling mask
Projectile velocity is no longer randomized
Projectile velocity is no longer causing RNG damage
Projectile damage falls off linearly with distance (after an initial max damage distance)
Projectiles can specify effective projectile range + corresponding damage multipliers
Damage multipliers are determined exclusively by weapon damage properties (removed projectile max skeleton mult)
Weapons and weapon mods can adjust projectile damage, distance and velocity separately
Network++
Optimized climate LUT blend with single 5-way blend instead of 5 blends
Saved a copy blit and mitigated binding induced latency (weird variations) by ping-ponging result
Saved a 256K in render texture memory yay
Automated Linux DS Build #389
Restructure & cleanup.
Manifest.
FOR FUCK SAKE gloss texture to fit new shader render
FOR FUCK SAKE rebuilt room, fixed tile placement
!A level environment light data
!A room
added sleeping pose to the player animations
Music! (still disabled via music.enabled convar by default for now)
tweaked the spear 3rd person pre-throw animations.
added new 3rd person pre-throw animations for the rock
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* ▍▅▉ ▅▆▅▅▊▉/▇▋▋█▊ "▉▍▌▉▉▋▅" ▅▊▍ ▍▉█▋ ▄█▊▍▍▌ ▆▊▇█ ▌▆▋█
Decoupled water reflections from water quality; now controlled separately in graphics options
Added much faster medium quality water reflections now default value
Shader level no longer affects water quality; full control now in water quality and reflections
FOR FUCK SAKE update cloud material/ rebuilt room
FOR FUCK SAKE room prefab, gate collision
!A asteroid scene
updated vm pickaxe source with correct orientation
vm pickaxe now the right way round RUST-560
Unit commands modals disabled button state and animation tinkering
high end weapons are found a bit less often in radtowns
trash piles refresh their contents (including xp on opening) twice as fast
Updated player belt logic to support selecting stuff on belt.
stopped human exhausted walk being so slow and made exhausted idle play/loop
also added stabiliseTorso bool to be used with upper body animation
Animation.ResetAnimatorParameters is less stupid, bool and trigger params are cached in their own arrays
- Pipe glass windows can now be shot to be destroyed
- Rebuilt factory rotorz + tileset scenes
Increased arrow headshot multiplier to 1.5 to maintain one-shots when not wearing any head protection
crafting cost reduced for mid/high end melee weapons
Removed obsolete protection property info from game manifest
Tool cupboards can no longer be placed on foundation stairs
Removed a legacy socket mod from tool cupboard (forced a huge distance between walls and cupboards)
Improved UnitBehaviourWidget cancel behaviour logic, fixed potential index out of range exception in BehaviourChain.OnBehaviourCompleted