243,195 Commits over 3,898 Days - 2.60cph!
Fixed BuildingView.GetMappingRenderer not working
Machine process cleanup, wrappers store various animation options
added small refinery to both harbors
fix for NRE when applying sign update after sign was destroyed
Fix missing silencer attach audioclip ref
Presumably fixed vending machines sometimes breaking when placed in doorways (RUST-1574)
Fixed viewmodel Z scale of 0.7 causing iron sight offset (bow + crossbow)
Automated Windows Build #635
Automated Linux DS Build #635
Automated Linux Build #635
MakeLuaNULLEntity forces userdata to use LC( Entity ) metatable
fixed spinner placement hovering
Fixed all throwable weapons referencing the aim point inside the bow prefab (!)
Fixed building data validation not ensuring that despoit interactions are always setup for buildings that require materials but not construction by units
Ambient improvements.
Map stuff.
Fixed buildings that require items or materials but not construction not having a construction state created on init
Fixed BuildingView renderer mapping references being cached in prefab data because I'm a stupid cunt
added test arena 3 with collision wall test
UI hotspots are only active when their parent screen is also active
Debug spawned items spawn a little above ground to prevent them falling through
fixed a bug with the wrong f/x being played when silencer attached
Removed hacky Tribe.HomeFire crap, related selector
Fixed BuildingView.Start interfering with loading of building construction state visuals
Moved PooledList into Utility/Pool folder.
Removed Before.Utilities namespace, that Pool and GameObjectPool now lives directly under the Before namespace.
Reworked Pool a little bit to make it more consistent with PooledList.
Wrote a unit test for Pool
Removed the requirement for NUnit using directive in PooledList, that releases doesn't get confused.
fuel to effect settings tidy up
BuildingVIew NRE fixed
TribeStartArea campfire creation optional
Merged refactored FixedArray (now PooledList) from branch to main.
Fixed some foreach usage with PooledList
Added unit tests to PooledList, they all pass.
creating new test collision
Workbench tier 1; fbx/prefab/textures/materials/gibs
Merged from main yet again.