255,113 Commits over 3,990 Days - 2.66cph!

9 Years Ago
sentry gun unlocks at level 18 instead of 24 sentry gun parts found in radtowns (rarely) lasersight unlocks at level 24 (was 25) touched a bunch of files because why?
9 Years Ago
Deployables
9 Years Ago
FOR FUCK SAKE game over scene
9 Years Ago
can no longer input items into loot boxes/trash piles (fixes exploits causing them not to respawn)
9 Years Ago
fixed the 3rd person drink animation so it holds the bota bag properly
9 Years Ago
FOR FUCK SAKE splash with animated space background...just because
9 Years Ago
small stash cost reduced to 10 cloth
9 Years Ago
xp from barrels only awarded if destroyer is nearby (no sniping barrels for xp) hoodie armor buff
9 Years Ago
roadsign armor more expensive
9 Years Ago
most important change of the month - ceiling lights are cheaper and cast more light
9 Years Ago
FOR FUCK SAKE adjust gate collision thickness, fixing forcefield not to display
9 Years Ago
FOR FUCK SAKE change glass center pivot for particle FOR FUCK SAKE rebuild tile and room
9 Years Ago
crude oil collision fix (perhaps they will spawn under dome now?)
9 Years Ago
Updated material bundles
9 Years Ago
Build sln
9 Years Ago
Remove audio files for unused song Preserve sample rate on music
9 Years Ago
Trait descriptions in discovery UI
9 Years Ago
town sign cost decrease
9 Years Ago
Moving towards multiple parallel GPV slots in Agent+Behaviour. This is the first step, where all external calls just default to SlotA (for lack of a better slot name).
9 Years Ago
9 Years Ago
Resized luts to 256x16 to speed up climate blends
9 Years Ago
Rocket LOS check improvement (RUST-1152)
9 Years Ago
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9 Years Ago
Replaced deluxe eye adaptation and amplify color with unity cinematic effects; eye adaptation now 2x faster
9 Years Ago
update to vm crossbow source anims
9 Years Ago
lengthened loaded crossbow deploy anim
9 Years Ago
Fixed revz opengl missing name plates (RUST-1158)
9 Years Ago
Deployables
9 Years Ago
Damage properties are stored on projectiles Shotgun buckshot uses headshot damage multiplier of 1.25
9 Years Ago
merge from main
9 Years Ago
airfield work backup Power substation models/LODs/COLs/Prefabs and textures
9 Years Ago
- Added CollisionMask to room gates/forcefields
9 Years Ago
9 Years Ago
- WIP collision system improvements to make it less shit and stupid - new CollisionMask component - BaseMovement and BaseProjectile can now check CollisionMask component if present - Barrier ability collision now uses CollisionMask
9 Years Ago
9 Years Ago
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9 Years Ago
latest
9 Years Ago
Fixed InvalidOperationException in OnProjectileAttack (RUST-1157)
9 Years Ago
Skip underwater overlay if water excluded from camera culling mask
9 Years Ago
wip
9 Years Ago
Projectile velocity is no longer randomized Projectile velocity is no longer causing RNG damage Projectile damage falls off linearly with distance (after an initial max damage distance) Projectiles can specify effective projectile range + corresponding damage multipliers Damage multipliers are determined exclusively by weapon damage properties (removed projectile max skeleton mult) Weapons and weapon mods can adjust projectile damage, distance and velocity separately Network++
9 Years Ago
Optimized climate LUT blend with single 5-way blend instead of 5 blends Saved a copy blit and mitigated binding induced latency (weird variations) by ping-ponging result Saved a 256K in render texture memory yay
9 Years Ago
More
bot
9 Years Ago
Automated Linux DS Build #389
9 Years Ago
Restructure & cleanup. Manifest.
9 Years Ago
FOR FUCK SAKE gloss texture to fit new shader render FOR FUCK SAKE rebuilt room, fixed tile placement !A level environment light data !A room
9 Years Ago
Spawns
9 Years Ago
field spawns