256,509 Commits over 4,018 Days - 2.66cph!
reduced gunker health 4->3
Un hard-coded some stuff to make tweaking easier
Melee combat won't miss 100% of the time now.
re-instated wall.frame.shopfront.metal prefabs - Drawer item exchange shopfront
Combat now uses spreads rather than chance to hit for projectiles.
properly detect player infront/behind of Vending Machine RUST-1553
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q no longer closes vending machine admin panel
added small light to vm screen
Player singleton fuckeries
Tracker animator uses unscaled time
Fixed NRE in ItemDesire.Matches (Knowledge.CanFindItemForDesire must check dispensable types when evaluating dispenables)
FOR FUCK SAKE camera twaek
test: cooldowns removed, CP back to 5
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Pipe/debris/industrial fixtures asset tweaks
More graphics options cleanup
Enable post processing control for various effects
Cleaning up and fixing graphics option toggles
Bootstrap loading tweaks
Reduced some cooldowns to 2, reduced max CP to 4 from 5
Added PostProcessingController script to player/camera
ItemSetings ItemParameters fields should be initialized in their declaration
reverting island 0001 as I left some random building assets in there
Worker hp 4->3, Swapper hp 2->3
FOR FUCK SAKE tweak unit glow color
Switch to left click select / right click action controls. Swapper/worker prototype setup.
Explosives do all LOS checks before destroying any entities (RUST-1546)
CraggyIsland cave updates
Ceiling light prefab fixes (RUST-1523)
Stone pickaxe optimisation
Added console args to set NPC counts from the server
FOR FUCK SAKE unit color , tile shadow and glow color
FOR FUCK SAKE adjust unit glow color
FOR FUCK SAKE UI color tweak
Moved network info into the F1 screen info box that was already there
prototyping Swapper unit, added functionality needed for it
renamed Raiser unit to Worker. Can now lower tiles as well as raise them.
Raiser unit data files and placeholder model prefab
Automated Linux DS Build #549
Automated Windows Build #549