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Deathmatch weapon gives ammo when picked up
Switched to storing the collision points in local space
Loading map while already on a map should be fixed.
Disabled flare coverage queries on OSX; fallback to using rays
Activity category & type enum generation
Added IInteractionProvider.GetAllInteractions & BaseEntitySettings.GetAllInteractions
Added "authtimeout" convar (default = 10 seconds)
Moved native gamemode functions to GameServer class
Steam Server init/shutdown
unpacked all; minor partial PM correction needed for HQN
more combat system stuff
hardcoded an idea to test out
Fixed some useless leaderboards being created
Reduced spawn density of wooden logs by around 30%
Added floors to building collision mesh
Warning comment avatars are now tinted orange
Disabled saving on radtown ore nodes (not supported by loot spawn points, RUST-1747)
More combat system work
Fixed missing animator links on a bunch of unit prefabs
Different mesh for battery
Updated Facepunch.Steamworks
NormalizePath fix for non-windows
Added linux libsteam binaries
PostProcessBuild copies linux steam binaries
Investigating why Facepunch.Steamworks doesn't configure correctly on linux
Left-clicking while using only keyboard switches to use mouse aiming
Don't update watches if it hasn't changed
Added List.NextOrDefault extension
Next/Prev weapon selection
UI sprite cleanup/renames
Various UI polish
Fixed bad activity creation in GroupProgression
Added call to Facepunch.Steamworks.Config.ForUnity()
set jenkins Unity version to 2017.1.0f3
updated project settings .Net subset to fix 2017 errors
More corpse stuff
Remaining meat count should be accurate on load
Mesh+bone+materials should now be correct
More corpse save/load stuff, still has issues
finally got the unit portrait render properly working with Idle anim for both team
updated unit gloss map and portrait
Working on selling to shops
Fixed some combat component load issues
Fixed component enabled state not being stored correctly (weird protobuf issue)
Fixed ComponentsWhenDead on unit initialization not respecting whether the unit is actually dead during initialization
Merge into main for item code refactor. See the big changelist on changeset #3261.
More fixes. Everything tested and seemingly OK now.
Fixed NRE in packing processor
Fixed packed shader default values
bradley now uses a* pathfinding to navigate roads
launch site road network path
simple bradley sounds
Emitter loop count
Emitter angles seem to be 0-1 so divide by 360 instead
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Fixed keyword assignments for hq normal special case
High quality normals only when std-pm1 is 32bit
Analysis tool skipping non supported shaders for now