201,991 Commits over 4,171 Days - 2.02cph!
revolver once again accepts silencers
Fixed bad component loading by type name instead of data type
Beard/hair mesh persistence
Fixed hair color persistence
Added IUnit, generics pattern for data persistence types
3rd person player anim change: straightened out the head when holding a pistol
fixed silencer offset on revolver worldmodel
Fixed wearables constructor
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Fixed issues with how bullets work:
- Tigger colliders used to stop bullets. Not anymore.
- Shooting from too close to someone used to ignore and shoot past them. Not anymore.
Just need Paul's car collider update as well to make shooting car passengers work perfectly.
Removed unused birthTime field in Unit.Aging
SmartObject persistent boilerplate
Moved Aging stuff from UnitManager into the appropriate component.
Added Aging component persistence.
Updated and cleaned layout
Added support for 8 material types
Fixed speedtree shader
removed scaling data from aging persistence
put back a SetAge that is probably needed.
Improved vehicle movement/interpolation issues when they first activate. Not perfect but good enough.
Working on some player collision forces. Pretty broken at the moment.
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Moved generic save/load handling of sessions into Session.
Made nested persisted package for Sessions.
Some more generic cleanup of Sessions.
Split the harbor crane into two parts.
Fixed layers on two trees
Fixed nametag issue with pool.mode set to 2
Changed pool.mode default value to 2 for faster game object pooling (testing)
Fixed pumpkin stacking (RUST-1450)
Minor stats refactoring/util
Effects persistence improvements and creation refactor
Colourize generator descriptions
added swag sack model to city scene with material
SaveLoad handles file extension internally
Fixed MovementSounds issues
Show store price/market price in inventory
Can now only place deployables inside buildings.
unflipped city_hex_20 prefab (-1 to 1 in scale) and flipped road, mm road and ground elements inside, repositioned buildings and trees etc.
Increased building cost. Shop is non ownable.
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Updated scene / prefab
Fixed analytics in wrong build
Attachment Points refactor and persistence