130,420 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
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                Replaced radiation removal tea with the anti rad tea in the food cache loot table
                
                
                
                
             
         
        
            
            
            
                
                Store the user ID of the player who last edited the VM name (needs a protobuf gen to persist through save/load)
                
                
                
                
             
         
        
            
            
            
                
                Don't show NPC vending machine names
                
                
                
                
             
         
        
        
        
            
            
            
                
                - Local vine setup
- Mountable calls vine update RPC
- Manifest rebuild
                
                
                
                
             
         
        
        
        
            
            
            
                
                Initial work to render a line
                
                
                
                
             
         
        
            
            
            
                
                Dispose of line renderer on destroy
                
                
                
                
             
         
        
            
            
            
                
                - Vine object
- Prefab setup
                
                
                
                
             
         
        
            
            
            
                
                - Holding E when nearing the end of a vine will swap you to an appropriately set next vine
- Rotation speed changes
- Mountable now shared between swings
                
                
                
                
             
         
        
            
            
            
                
                Rotate y angle of mountable higher as dy increases. Gives access to higher angles wil more steep vine swings
                
                
                
                
             
         
        
            
            
            
                
                Change mountable so the player doesnt insta die on dismount
                
                
                
                
             
         
        
            
            
            
                
                Now able to rotate z axis porabola arcs via using world space to project each point around a central pivot
                
                
                
                
             
         
        
            
            
            
                
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                - further cloud density+lighting model experimenting
- add noise generator for the 2D cloud map (controlling coverage and cloud type), values can be tweaked and texture regenerated at runtime
- clean up
                
                
                
                
             
         
        
            
            
            
                
                Fixed siege tower server collider
                
                
                
                
             
         
        
            
            
            
                
                Ballista gamefeel, placeholder anims
                
                
                
                
             
         
        
        
            
            
            
                
                Fix wolf staring and stepping forward states not being properly reacting to fire, increase the distance wolves flee from fire
                
                
                
                
             
         
        
            
            
            
                
                ▌▊▆▆▌▄▅ ▉▊▉▋▇▌▌▄▅ ▋▉▇▅▄▅▉█▋▋▋ ▍▄▌▉▌▇, ▇▅▅ ▅▆▅ ▌▌▇▆█▊▍ ▌▆▊▋█▇▉▉▊▊▅ ▋▉ ▄▆▆▉▋ ▄▍▄▉ ▋▍▄█ ██▇▋▍ ▄▌▋▍ █▆ ▇█▆ ▇▋▋█▄▇▊ ▄▉▊ ▌▉ █▋▌ ▇▉▋▊▍▍▄▅▍ ▋▄▍▋ ▅▌▍
                
                
                
                
             
         
        
            
            
            
                
                Added ballista spear ammo item + placeholder effect and projectile prefabs
                
                
                
                
             
         
        
        
            
            
            
                
                TF2 new map icons/category + adjust some dark ones
Also fill the texture with white color if freeimage fails
This is for .png image loading
Adjust VRAD's -dumppropmaps TGA output to be correct
Adjust the tga texture to be representative of what is written to PPL files, fixing out of color range texture bugs.
                
                
                
                
             
         
        
            
            
            
                
                Ballista loading and firing logic 
Added projectile firing overload methods to BaseMountable
                
                
                
                
             
         
        
            
            
            
                
                Fix wolves not comming to help their allies under some cirumstances
                
                
                
                
             
         
        
            
            
            
                
                Add: Perf Test dud to boot ProcGen map
Builds for player and starts switching the world, but I try to set it up incorrectly and still need to build/copy asset bundles.
Tests: Confirmed that the player asserts when running the new test
                
                
                
                
             
         
        
            
            
            
                
                exported metal shield world model anims
                
                
                
                
             
         
        
            
            
            
                
                Fixed duplicated constraints making Lua errors sometimes
Resolve memory alignment issues with 24bit images (.pngs, etc.)
                
                
                
                
             
         
        
            
            
            
                
                Tweaked siege weapon masses and explosion damage multiplers so they react to forces when hit by explosions
                
                
                
                
             
         
        
        
            
            
            
                
                Clean: removing unnecessary checks and files
Tests: none, trivial changes
                
                
                
                
             
         
        
            
            
            
                
                playerupdate. player animtion controller updated with correct anim clips
                
                
                
                
             
         
        
            
            
            
                
                Update: when enabling PerfFwk ensure we have 64bit arch selected
Somehow I had 32bit arch targetted locally, and it looks like this is a local-only setting, so it's possible others will also run into this - this should avoid issues (like previous problem with Rust.Harmony).
Tests: while on WIndows32 target enabled the framework - confirmed it switched to 64bit arch
                
                
                
                
             
         
        
            
            
            
                
                Battering ram attack logic, press fire to attack while in the driver seat to attack and damage entities in front of you
Only damages building blocks atm
Placeholder animations and effects
                
                
                
                
             
         
        
            
            
            
                
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                Fix wolves absolutely wrecking cars with their attacks
                
                
                
                
             
         
        
            
            
            
                
                setting up metal shield viewmodel anims
                
                
                
                
             
         
        
            
            
            
                
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                reinforced wood shield world model
                
                
                
                
             
         
        
        
            
            
            
                
                Update: don't trample on existing defines when changing mode switches
Saves a bit of time when working with Performance Framework
Tests: confirmed RUST_PERF_FWK stays when switching to none, client, client+server
                
                
                
                
             
         
        
            
            
            
                
                modular car style suspensions for battering ram and skateboard