255,821 Commits over 3,990 Days - 2.67cph!
ID classes weren't Serializable. gg.
Players terminate correctly when a vehicle is destroyed.
Merged Smart Object Persistence branch to main.
tweaked m92 worldmodel
tweaked the m92 attack sounds / anims so there's less of a pause between firing
fixed the blend between throw animations
More mining tunnel layer fixes
Fixed some culling volume issues in cave_large_sewers_hard scene
Enabled splat transfer in cave_large_sewers_hard scene (somewhat important there)
Minor layout in BaseEntity
Mining tunnel layer fixes
Refactoring building interaction data + validation, default interactions are defined on the script meta and validated in BuildingSettings.OnValidate
BuildingSettingsEditor upgrades stuff WIP
Removed SkillUseParameters from BehaviourPlanData as it wasn't being used
Moved some building data classes back into a single file for convenience while refactoring
Added "clear connections" context menu to culling volume
Added some terrain checks to the lighthouse scene
Added lift entity script (for cave bucket lifts)
Added environment volume padding
Added anti hack volumes (more control over AH behaviour in static environments)
Updated resharper templates
Let's not forget to proto include persisted smart object data.
Some manual cleanup after merge.
Updated Rust Builder Path
m92 implementation
military grade weapons uncraftable
doprepare
Comment header style because fuck it