255,152 Commits over 3,990 Days - 2.66cph!
no sprinting while reloading the crossbow
Added / modified some selectors and conditions to ensure units equip weapons before going to attack.
Fixed patrol helicopter guns not using GetEntity to retrieve entity from RaycastHit (required for batched colliders)
Same alu reductions to ocean and river shaders
uv updates on interior stuff
More alu reductions in rust/std fragment shader internal code
Simplified rust/std fragment handling of vertex and pixel world normals
Touched all rust/std changes to force apply changes
Log Print
Retry properly
EAC Hash
Fixed black graphic distortion in dungeon tunnels (RUST-1147)
Facepunch.Steamworks tests
Fixed warning stating motion vectors require depth camera mode
Hide rcon password on command line properly
Removing UnityEditor directive in AIModuleSettings
Removed AIDesignerData asset, now all AI module node graph data is stored on the module itself
Fixed UI.Ingame.Hud layer sort order
Added UI.Ingame.Hud.Menu
Automated Linux DS Build #384
Automated Windows Build #384
Automated Linux Build #384
* Fixed func_precipitation causing crashes when using a non supported precipitation type
Added mailbox and server protocol
- Double jump, movement tweaks
Potential fix for rare NRE when cancelling loading screen
Fixed NRE in PlayerMetabolism.CanConsume
Fixed Units not actually being in the unit list.
Fixed player craft desires being wiped just after creation.
FOR FUCK SAKE door socket for industrial structure
FOR FUCK SAKE asteroid material
Fixed excessive reach on certain melee weapons (for example the rock)
Fixed camera sometimes having incorrect tilt values when zooming out.
FOR FUCK SAKE industrial block tile
!A industrial block door brush