193,647 Commits over 4,079 Days - 1.98cph!
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baseline for water purifier/desalinator
fx_click_dirt and some stuff
instahit fix
can no longer codelock fish traps ( wow )
Automated Linux DS Build #331
Couple edit-mode more fixes
Automated Windows Build #331
Automated Linux Build #331
FreeImage materials/textures now refcount properly
Removed load-from-buffer code from FreeImage textures (it'd need a different approach to handle regeneration)
Improved quit to editor handling of when revz is enabled
Fixed fog seam on river to ocean transition; rivers too low tess for vertex fog
Optimized screen coord to frustum ray
Resource.Create() from entity tweak
UnitResource enabled by default and added to validation list stuff in UnitSettings
Basic implementation of AOE attacks and some improvements to targetting when multiple units are involved.
Unified CombatAbilityType and RangedAttackType and added an AOE type (not implemented yet).
Found an ingenious (i really mean dumb) way to allow runtime toggle for debug/testing; default off for now
Tested d3d11; d3d9 and gl need work before merge
Added prevent movement physics layer (similar to prevent building, just for movement)
player preview anim source updates
Revert mistaken prefab commit
Tribe creation scene fix/cleanup
DM NRE fix (no more child goals)
Fixed turret LOS check ignoring cave triggers
Vis.Colliders handles terrain triggers
Refactored joining mission
Added server configs
Fixed server projectiles (i.e. rockets) ignoring cave triggers
Fixed world models / ragdolls ignoring cave triggers
Lanterns can be placed on top of other deployables again (RUST-823)
1 person shelter for hunting or staying away from camp for a few nights
Tightened valid cupboard deployment angle
ValidBounds rejects positions that are NaN or infinity (RUST-864, maybe)
Dialed back hemp tint randomization
Reduced driftwood density
Wild corn & pumpkins always spawn next to rivers
Fixed plant skins missing from asset bundles
Probably fixed ammo fuckup. Added some damage indicators.
Fixed some focus bugs in AI Designer
Goals can no longer hold child Goals, only GoalPlans
scaled wood tents and recentered one of them
Put fleeing back in and started tweaking morale / fleeing AI. Human flees from Bear at about the right time, other situations need testing.
Merge from decay_reboot
Network++
Added hemp seeds and hemp farming
Network++
Fixed plant planting and harvesting particle effect rotations
Plant server convars actually do what they claim to do