243,040 Commits over 3,898 Days - 2.60cph!
Merging in a particular commit with an AI fix.
Fixed a bug where AI would stop walking their current path after their target died
Got NPC vehicle collisions working again
NPC push velocity updated to match player
Working on a new vehicle/player collision system that improves collisions and removes janky "pushing" vehicles around.
fixed rare issue where a dead helicopter could enter a strafe
animals align to terrain height/slope
animals try and face attack target
Removed need for capsule collider on the server by using a different character controller setting.
Two seconds of invulnerability to collisions after exiting a vehicle.
Pretty sure player_motor doesn't need to token rigidbody anymore
Wearable no longer implements ITickable
Item decay progress;
Wearable uses similar calc to Buildings (Wearables have a rain resistence and armor)
Tool and Weapon components have a Use method, with some temporary calc using Skill values
Items that reach durability of 0 are destroyed. which records activity/spits UI notifications
EntityComponentParameters can override array of required component types, validated in editor
Touched a bunch of assets because of validation
Rocket factory site / texturing pass / backup
Disabled ImageEffectTransformsToLDR on tonemapper until gamma bug is fixed
follow camera returns if the target is null
Automated Windows Build #661
Automated Linux Build #661
"Failed to load sound" will no longer spam or cause extreme FPS loss in case of looping sounds changing pitch, etc.
Fixed combat accuracy calculation to not be derpy.
Camera mode can be toggled with B key.
Redesigned loot panel a bit. Now shows item description.
Fixed metal chest plate (sometimes?) being invisible (RUST-1637)
Added BufferList to Rust.Global (list that exposes its backing array for fast iteration)
Optimized InvokeHandler and UpdateHandler by reducing their iteration overhead
ListHashSet and ListDictionary use BufferList and take an initial capacity in their constructor
Fixed spikes when removing entity
split GameInstance stuff from GameServer into GameHostServer
Fix for intro not playing after first match
Subtracting
20023 to try a different way
Fixed torch light culling mask
Ai doesn't eat when it's got threats
Fixed AI quickly running back to previous spot when running fast
Ai bit more afraid of humans
Fixed Ai floating off ground slightly
Fixed player collision corruption on die / respawn cycle (RUST-1642)
Improved performance of removing from Grid<>
Balanced animal favour running in straight line
Automated Windows Build #660
Automated Windows Build #659
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Moved car exit points further from the car. Might help getting hurt when exiting on laggy servers a bit.
FOR FUCK SAKE UI tweak/ wip intro
Stop vehicles damaging characters at all at very low speeds. Makes them slightly (only slightly) less janky