255,238 Commits over 3,990 Days - 2.67cph!
fix for flames damaging metal doors and stone (not ready folks)
Automated Linux DS Build #290
Renamed startup_scene to main
Tweaks
Automated Windows Build #290
Automated Linux Build #290
(Bootil: String::Test::Wildcard now takes string references)
Fixed performance bottlenecks when mounting GMAs
Fixed certain fonts causing game to hang when loaded
Fixed PlayerButtonDown/PlayerButtonUp hooks only monitoring one key clientside
Removed TriggerManager, EffectManager ported functionality to AIManager
Removed BiomeManager and ported functionality to WorldManager
Removed AbilityManager, now handled by AIManager
New main character class, new map, food spawning updates, etc.
More race mission work - Collects players / Sets destination
Started race UI
Zone is no longer a Manager
Removed UIModal
Put benchmark maps in bundles
Decor components only apply scale adjustments to client entities since pos and rot are networked (RUST-771)
added bone info component with old values to playermodel
Use a tiny radius when doing the interaction point line of sight check (RUST-784)
Automated benchmark framework
BoneFollower also checks parents of parents when determining enabled state (RUST-794)
BoneFollower is also enabled if parents are animating (RUST-793)
Fixed deployment of boxes on shelves being annoying
mammoth run improvement
made ik kind of work but still broken :( moved debug lines to checkbox
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pilot light always on
flamer loses condition
updated flamer desc
stone is once again affected by heat
compile fixes
flamethrower 3p sound fixes
fireball merge fixes
AmbienceEmitter doesn't fade in quite as fast when there's no sound currently playing
fix for ammo going below 0 for flamethrowers
fix for being able to fire before deploy is complete (flamer)
slightly more forgiving flame merge range
Proxy sync, most things networking.
hope fully fixed bug with scaled animals animation speed
added new shader with animal print (should probably be merged later)
sabertooth and mammoth anim tweaks
Removed LODGrid.Register
LOD grid verifies LOD distances against the max grid refresh distance
Tree and mesh qualities once again affect culling distance (RUST-787)
BoneFollower is disabled when following non-moving entities (only set position when updating parenting in that case)
Greatly reduced per-frame overhead caused by BoneFollower (especially around large buildings with tons of doors)
Eyebrows on all heads
Asian male variation
Fixed per-vertex depth computation for scattering on transparent surfaces; cause for black river sections up close
- Weapon definitions can now be set to not use ammo
- Picking up a weapon always equips it to slot 2
- Starter weapon set as not using ammo
- Disabled ammo drops for now