199,298 Commits over 4,140 Days - 2.01cph!
- More upgrade stuff, now works.
- Increased activation range of upgrade shop
- Rebuilt rooms/prefabs
Added age to networkmessage
Dispenser replenishment editor tweaks
Added Activity EntityComponent, event types
Dungeon light prefabs update - fixed conflict with LightEx
Military tunnel scene/prefab update
adjusted the position of the support hand for the semi-auto rifle viewmodel
Renamed Activity EC to EntityActivity
Added new OnActivityGeneratedTrigger
TriggerSettings.TriggerType is no longer exposed through editor, must be explicitly defined in code. Supports flags
Some editor refactoring
Fixed OnActivityGeneratedTriggerSettings NRE
Stick gathering AI now uses temperature and item value for machine
Fixed some editor shit, added a bunch of icons
Double barrel shotgun sounds
Moved UDR opt to separate script; added to player model and ragdoll
Added UDR opt to stag skin and ragdoll; other animals coming next
Fixed disappearing ragdolls
Temperature Effects now use Temperature Stat.
Added Ambient Temperature consideration
Tweaked sticks on fire AI some more
DesireFullfilled Effect stat stuff
Added UnitActivityTypes.DesireExpired, recorded when unfulfilled Desires are removed due to momentum drain.
Added DesireExpired Effect, which makes people sad :(
Added missing UDR opt script
Added UDR opt to boar, horse, chicken, wolf and bear
viscull 2.0
windows and bars no longer block vis
code refactor
aiming at eachother disables visculling (no popping in gunfights)
more optimizations disabling a bunch of clientupdate() calls on invisible players
debug_camera disables playerculling
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playercull nre fix when disconnecting
warehouse windows do not block vis
helicopter gibs do not block vis
double barrel shotgun damage buffed to be same as waterpipe
double barrel shotgun spread increased slightly (more damage up close, less from far away)
double barrel refire rate decreased to 0.5s (was 1.0s)
removed garbage from airdrop loot table
Logistic curve functions now map to the yMin/yMax range since Logistic functions don't pass through (0,0) or (1,1).
Dispenser Effects to Main!
hungry hands/arms clip with clothes less
Tweaked server side weapon cooldown verification
Lighthouse greybox and scene update
save to a list and then re assign bools during emote anim controller switch
Fixed code locks only being accessible from one side on gates (RUST-101)
Slightly more forgiveness in attack entity cooldown verification
Refresh entity links when rotating block after placement (RUST-1209)
Fixed clientside placement guide as well for RUST-1209
Effects can now install AI Modules on Entities
Effects can have a randomised durations
Added mushroom effect and related behaviours
Dude, I'm tripping balls.
Fixed UDR opt not updating invisible renderers, causing issues on ragdolls
- Upgrade costs + cash drop tweaks
- Increased activation range of upgrade shop
- Rebuilt prefabs