200,328 Commits over 4,140 Days - 2.02cph!
Don't queue SetupBones calls for entities with a BuildBonePositions callback or bone manipulator
FOR FUCK SAKE ssao
FOR FUCK SAKE fix factory prefab gap
Fixed deadlock in render.RenderView
Increased size of render queue and added error message when it runs out of memory
Refactored a bunch of EntitySettingsEditor stuff, consistency across all editors for component data
Added EntitySettings.DefaultComponents property and validation of fields via reflection
Moved Unit.Properties UC back toUnit partial
Fixed bad EntitySettings.GenerateComponentsList
Editor typos
Data save
Added Deer Corpse item
Fixed water simulation precision issue problem causing seams in shore blend (GLCore only)
Added in lotpreab generation.
Fixed Items not having default components
EntitySettings.GenerateComponentsList fix
Units have all components in their default list
Editor tweaks
Fixed Combat NRE
Editor improvements
Fixed Goto
Remvoed duplicate Animation params from UnitSettingsEditor
Continued work on new audio system.
Removed MorphsParametersDrawer
Set quarry / pumpjack child entity bounds
created and exported beep_truck_lod1
added beeptruck_lod1 to beep truck scene
ItemComponent boilerplate, Corpse component
Renamed convert depth shader (revz) to avoid potential name collision
unwrapped main and rear on uv2
deer has a mesh with the string meat in it to coded in
human female and child attachment item bone rotation fixed
human crafting anim polished
human pickup left and right added human switch item from L to R, R to back and L to back added
Fixed problem with dead characters blocking bullets.
Made an editor for unit sounds.
Unit sounds are now part of a unit's Audio component's Parameters.
got the materials sorted, finally!!
latest deer that actually exports correctly
Removed old BeforeEditor.Refresh method
Pretty sure this fixes any delay between fire animations being triggered.
Fixed revz unable to see players name plate (RUST-884)