194,091 Commits over 4,079 Days - 1.98cph!
Automated Linux DS Build #387
Automated Windows Build #387
Automated Linux Build #387
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Automated Linux DS Build #386
Automated Windows Build #386
* Removed *.sw.vtx
* Fixed physics mesh on arm_base_b.mdl & metal_plate_pipe.mdl
* Updated Jeep, Airboat and Jalopy seats - more accurate physics mesh and additional Hitboxes to allow getting damaged in those seats
fixed a null pointer bug with the sleepingEvent code
AI database validation and sorting/find unused tool in editor
Removed a bunch of unused database entries
Fixed NRE in ConditionSettings.GetUsageCount
Fixed issues in the AI Designer caused by re-ordering BehaviourChain elements
Merge from shelve
BC Selectors stored in AI database (now resuable), lots of schema changes
road shading more seamless
Fixed broken logs and stuff.
Speedtree spring cleaning.
Broke a lot of shit for Diogo <3
pre unity cinematics plug
fixed bug with player holding a weapon up to throw and switching to another throwable weapon ( and being stuck in the pre-throw pose )
players standing up when sleeping (until you approach them) should be fixed 100%
Automated Linux DS Build #385
Automated Windows Build #385
Units now drop items in order to equip weapons
* Fixed physics mesh for models\props_phx\gears\bevel90_24.mdl
Part 1 of manual cherrypick
no more empty heli loot crates RUST-1149
neck is no longer consistered for headshots derp
no sprinting while reloading the crossbow
Added / modified some selectors and conditions to ensure units equip weapons before going to attack.
Fixed patrol helicopter guns not using GetEntity to retrieve entity from RaycastHit (required for batched colliders)
Same alu reductions to ocean and river shaders
uv updates on interior stuff