255,292 Commits over 3,990 Days - 2.67cph!
Did the same trick on military tunnels
Rock formation prefab updates
two sided shadow casting for sewers prefabs
scene2prefab
First pass at item pick/drop ui sounds
Bush/tree ambience tweaks
Rock heightmap adjustment tweaks
Fixed underwater rock spawn rule
Fixed iceberg spawn rule
Rock clutter and cliffside tweaks
Recovered & fixed old river shader. (Ocean shader tweaks had brokedz it)
Zero overdraw screen-space reflections (1 spp, hq only); important when displacement is everywhere along frustum depth
Removed parts of deprecated code
Automated Linux DS Build #233
Automated Windows Build #233
Automated Linux Build #233
set footstep-side as predicted (non-networked), fixes funky clientside results
m_nWaterLevel now networks to all players
Entity:IsOnGround is now an alias of Entity:OnGround
( Fixed a bunch of animations that didn't work on non-local players )
Fixed sitting with a bool and trigger, ew.
GoalPlan equality tweaks
island002 is just island002 again nvm
Moved island005 source to its wip folder
island002 combined for sillyness
Automated Linux DS Build #232
-modified data so cavemen prefer gathering to harvesting
Automated Windows Build #232
Automated Linux Build #232
added mat_texture_outline_fonts from upstream
fixed rare instance where anti-aliased text would be cut off by a pixel on windows
allowed writing files with "vtf" extension with file Library
workshop addons now properly extract font files
fixed extraction failure test for workshopdl
island 2 blockout for petur
deleted old ocean placeholder prefab
renamed HasCraft/ItemDesire conditions
-HasItemFind/CraftDesire shouldn't check for fulfillment
Updated AM to latest; now using unscaled delta (#188)
- Notificaion bubble duration tweak
RUST-51: Excess Low Grade not been refunded when placed in hats.
Fix bad dlog richtext tags
DecisionLog knows about "reconsiderations" (vomit in my mouth)
DC knows if the decision is a "reconsideration"
client.disconnect called before trying to join another server
Can't interact with lock while door is moving
Default option when looking at lock is to open door (hold down USE to get full options)