199,472 Commits over 4,140 Days - 2.01cph!
Command code, radial rework
Animation component tweak to grab settings the easy way
- Now auto save asset DB after prefab updates
- Clear progress bar
AvatarPostprocessor tweak
- Tileset is marked as dirty and so saved correctly when updating rooms
- Progress bar defintely clears now ;)
Reinstated crafting through radial
Added disconnects for missions
Refactored mission status broadcasts
Animation UC animator behaviour references assigned in constructor, not init
New big powerline models/LODs/COLs
Ripping out a bunch of commeted/crap code from PlayerCamera
modelled all low poly outer truck, doors, mirrors etc. inside to go
Players guns spawn with ammo.
Locomotion speed tweaks. More recoil.
moved some event music, changed some tags
added first versions of character creation UI sounds
Automated Windows Build #308
Fixed memory leak / performance drop-off in ParticleEmitFromParentObject
deleted placeholder UI sounds
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Automated Linux DS Build #308
Don't defer player model instantiation (RUST-819, RUST-825)
Subtractive merge from 4321
PlayerCamera prefab values update
Ensure AmbienceEmitters always fade out on deactivation
Fixed missing icons on small furnace
island 1 : moved tribe spawn, added 3 bear spawns
added rabbit and rabbit den
trying to fix rabbit idle
added rabbit den to map
added rabbit spawn to map
however you look at this previous checkin of this file was a mistake
fixed character creation loop
Slight tweak to out of range AmbienceEmitter deactivation
Reordered UnitMovementModes
Lua ConCommands use the managed ConVar system (and get deleted on d/c)
Receiving non-existant replicated ConVars no longer spams the console with ConVarRef errors
Automated Linux Build #309
Automated Windows Build #309
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Automated Linux DS Build #309
Automated Windows Build #310
Building block despawn optimization (when leaving network groups)
Automated Linux DS Build #310
Removed auto generated files to fix the "1 file failed to pass validation" on Steam
Handle out of range AmbienceEmitters in AmbienceManager.Tick instead of OnCullingGroupChange (more reliable + better CullingGroupSendEvents perf)
Automated Windows Build #311
Automated Linux DS Build #311