199,328 Commits over 4,140 Days - 2.01cph!
Fixed player corpses "flash" when hit (RUST-1212)
Fixed OnUnitEquippedCarriedItem not invoking OnUnitStowedEquippedItem
Can no longer interact with stuff while wounded
- Another new factory room
readding torso stabilise script to torso layer animations as they all accidently got removed
players no longer rebuild their body any time their inventory changes (yikes - gunbattle microstutter)
Attempt at fixing NRE when attempting to reconnect to server
Prevent UDR opt from initializing when component is disabled
Added Util/CRC class for fast crc32 and crc64 generation from single and multiple strings
slightly better, maybe, still lots of general problems
FOR FUCK SAKE factory room scene
FOR FUCK SAKE factory room prefab
basic position update for invisible players (so weapon moves to the right place)
Fixed missing arrows / spears when shot / thrown into the ground
getting a location inside a territory should now take influence into account
FOR FUCK SAKE bolt projectile FX+ added impact FX
FOR FUCK SAKE floating turret booster FX
FOR FUCK SAKE bolt material
server lag exploit fix
fix for floating weapons
fix for sleepers being invisible on terrain under certain conditions
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FOR FUCK SAKE factory rotorz tile
FOR FUCK SAKE factory room prefab
FOR FUCK SAKE factory room
FOR FUCK SAKE playship prefab, tweak booster FX
Ghetto grading.
Various fixes.
Ladders on watch_tower_b are back on trigger layer
Airfield prefab update
Latest Beep: Bomb mission, Custom trucks
Fixed Items switch callback always setting carry bool true
- Increased damage radius of cocktail blast
- Adjusted ammo costs of weapons
- Lowered starting ammo capacities
- Shield upgrade fix
Fixed durations in effects
updated exhausted action to get removed at 25% stamina (allready added at 15%)
ordered and added wait in the add action to give the unit time to slow down before applying exhausted effect
Fixed mission issue
Can cycle horn types
UnitAttachments dict for lookup
FOR FUCK SAKE playerprefab booster
FOR FUCK SAKE playership prefab, change idle state
Start cleaning up the Socials API
Fixed Units not having the Socials component by default
EntityComponentManager renamed to EntityComponentSystem
BaseEntity adds/removes itself to GridManager rathe than relying on EntityManager events
AI modules can now be installed/uninstalled for a specific Entity at runtime via the debug tools panel
- Upgrade cost colour fix
- Shield upgrade price increase
ActionChain state debug object ref