193,685 Commits over 4,079 Days - 1.98cph!
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
Fixed atmosphere shader to work well in both modes
Added graphics.revz toggle command
Cleaning up
ResourceRef refreshes when no GUID has been saved before (i.e. when changing GameObject to GameObjectRef in code)
Plant skins use prefab pooling
Plants can specify whether or not to switch to the dying state when harvested for the last time
wood and mud huts first pass
Fixed plant entity leak when their happiness was stuck around 0 (could be caused by genetics or environmental conditions)
Fixed plants skipping their dying skin when exceeding their max number of seasons
Started adding stat comparison consideration (not yet finished or tested)
Automated Linux DS Build #330