243,048 Commits over 3,898 Days - 2.60cph!
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
Stopped injuring yourself with your own car making you a criminal
Snappier interaction display
animal footstep import settings
merge from main/footsteps2
merge from main/footsteps2
Pulling all my fixes and stuff back into Main.
Changed players to use NPC visual styles.
FOR FUCK SAKE more shader work
Moved item decay boilerplate to a component
Fix animal footstep sounds
Add new bear footsteps from a while back
Added UpdateHandler and UpdateBehaviour (offer DeltaUpdate that can efficiently sleep for x seconds)
Optimized LightEx using DeltaUpdate (update rate now decreases smoothly with distance from camera)
Fixed game object creation error in editor when stopping game
searchlight beam cherry pick
Fixed dark censorship (RUST-1625)
Rocket factory/interior progress
Automated Windows Build #658
Automated Linux DS Build #658
Automated Linux Build #658
Disabling some VPK code that is hitting an infinite loop
Launch_site terrain setup
Backup/progress core
Added different options for easier looting. Adding an item description.
Ai should sense corpses too
Reduced animal mesh compression
Attack damage is a variable on the npc
Ai senses - memory filter (should fix ai not seeing players)
Chicken doesn't use horse footsteps
Cleaned footsteps
Increasing navmesh bounds
Updated render queue field and added instanced field to rust/std shader gui
Instancing all materials part 2
removed unused moved/attacked variables from protobuf and references. More purging
Made camera look ahead of truck slightly
branched to start decoupling everything from a server for single player/modes