255,113 Commits over 3,990 Days - 2.66cph!
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?
FOR FUCK SAKE game over scene
can no longer input items into loot boxes/trash piles (fixes exploits causing them not to respawn)
fixed the 3rd person drink animation so it holds the bota bag properly
FOR FUCK SAKE splash with animated space background...just because
small stash cost reduced to 10 cloth
xp from barrels only awarded if destroyer is nearby (no sniping barrels for xp)
hoodie armor buff
roadsign armor more expensive
most important change of the month - ceiling lights are cheaper and cast more light
FOR FUCK SAKE adjust gate collision thickness, fixing forcefield not to display
FOR FUCK SAKE change glass center pivot for particle
FOR FUCK SAKE rebuild tile and room
crude oil collision fix (perhaps they will spawn under dome now?)
Remove audio files for unused song
Preserve sample rate on music
Trait descriptions in discovery UI
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).
Resized luts to 256x16 to speed up climate blends
Rocket LOS check improvement (RUST-1152)
▍ ▌▅▅▅▍▆▌▋ ██▉▊▊ ▉█▍▍▅▉▊▇/█▍▆▄▊▊▉▄
▍▍▍ ▅▉▆▄ ▆▊▋▄ ▊▋▍█▄▆▄ ▆▆▇▅ ▌▅█ ▉█▆▌ ▅▇▉▇▋█
Replaced deluxe eye adaptation and amplify color with unity cinematic effects; eye adaptation now 2x faster
update to vm crossbow source anims
lengthened loaded crossbow deploy anim
Fixed revz opengl missing name plates (RUST-1158)
Damage properties are stored on projectiles
Shotgun buckshot uses headshot damage multiplier of 1.25
airfield work backup
Power substation models/LODs/COLs/Prefabs and textures
- Added CollisionMask to room gates/forcefields
- 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
Fixed InvalidOperationException in OnProjectileAttack (RUST-1157)
Skip underwater overlay if water excluded from camera culling mask
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++
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
Automated Linux DS Build #389
Restructure & cleanup.
Manifest.
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