193,998 Commits over 4,079 Days - 1.98cph!
Finalized metals & distance scaling.
Fixed magazine displaying ammo count
Set dressing harbor2 progress
material tweaks and prop prefab variants
Initial commit. Don't get too excited. You won't like it :)
WIP rigidbody arc visualisation
Implemented a tea that doubles the speed of recycling
Fixed a bunch of issues with the sense particles, they now work in world space and don't break with motion vectors
Added colliders to the truck model
Cherry pick
88565 from tutorial_island (show proper tree materials/meshes via gizmos)
Fixed craft speed tea increasing duration rather than decreasing
Fixed NoZTest particle shader to use the colour applied to the particle system
First pass on a tea to sense animals through solid surfaces
Enables a particle system with ZTest disabled if player is within 50m, currently only added to wolf prefab
Add crafting speed tea, increases crafting time by 50% for the duration
New guide mesh with no campfire
Updated guide mesh, colliders etc
Added an underwater breathing tea
Deploy cooking pot on campfire socket
Fix NRE in SendUpdatedInventory
Metal impacts with new atlases.
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scene backup and S2P for testing
removing ground grass decal
Zipline platforms LODs, colliders and prefabs cleanup
New spark atlas to replace the old pixelated mess.
Scene backup.
Add a -parent-pid command line option to have the Rust server automatically quit when the given process ID exits
Fix bin/win64/vbsp.exe not finding .fgd files out of the box
Fixed datapack_stats
Added util.IsRayIntersectingRay
Takes 4 positions (2 start/end pos), returns bool, float (dist1), float (dist2)
Remove engine.ServerFrameTime from menu state
No need for it there
Added NPC:GetIdealSequence
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Ensured diving tank is treated as the same as parachute/backpack backpack but still takes up torso back slot
player update. exported/set up binoculars animation set and populated its holdtype controller with the new anims
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Performantly unsets old set icon