254,760 Commits over 3,990 Days - 2.66cph!
Fixed player corpses "flash" when hit (RUST-1212)
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Rewrote Items.TryHoldCarriedItem and TryStowHeldItem
Shotgun buckshot has slightly randomized velocity (doesn't affect damage, purely visual)
- Few more factory rooms
- Deleted some unused code in spawners
vm beancan grenade updates
Combined PickUp/Equip/Stow item actions into a single action with mode switch
AH projectile LOS improvements
ownership debug tools made admin only and clientside
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supply signal drop position has a random offset of 20 units
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Fixed NRE in player visibility
- Coins now stay around 2 seconds longer
AH melee weapon LOS improvements
- Increased boost speed from 0.5 to 0.75
changed name of combat torso stabilise and kind of made sitting emoting work
made storing and getting items from storage toggle the item bool to true or false
- Spawn chances, shop tweak
- Upgrade costs + cash drop tweaks
- Increased activation range of upgrade shop
- Rebuilt prefabs
Fixed UDR opt not updating invisible renderers, causing issues on ragdolls
Dude, I'm tripping balls.
Effects can now install AI Modules on Entities
Effects can have a randomised durations
Added mushroom effect and related behaviours
Fixed clientside placement guide as well for RUST-1209
Refresh entity links when rotating block after placement (RUST-1209)
Slightly more forgiveness in attack entity cooldown verification
Fixed code locks only being accessible from one side on gates (RUST-101)
save to a list and then re assign bools during emote anim controller switch
Lighthouse greybox and scene update
Tweaked server side weapon cooldown verification
hungry hands/arms clip with clothes less
Dispenser Effects to Main!
Logistic curve functions now map to the yMin/yMax range since Logistic functions don't pass through (0,0) or (1,1).
removed garbage from airdrop loot table
double barrel shotgun damage buffed to be same as waterpipe
double barrel shotgun spread increased slightly (more damage up close, less from far away)
double barrel refire rate decreased to 0.5s (was 1.0s)
helicopter gibs do not block vis
warehouse windows do not block vis
playercull nre fix when disconnecting
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viscull 2.0
windows and bars no longer block vis
code refactor
aiming at eachother disables visculling (no popping in gunfights)
more optimizations disabling a bunch of clientupdate() calls on invisible players
debug_camera disables playerculling
Added missing UDR opt script
Added UDR opt to boar, horse, chicken, wolf and bear
Added UnitActivityTypes.DesireExpired, recorded when unfulfilled Desires are removed due to momentum drain.
Added DesireExpired Effect, which makes people sad :(
DesireFullfilled Effect stat stuff
Temperature Effects now use Temperature Stat.
Added Ambient Temperature consideration
Tweaked sticks on fire AI some more