199,642 Commits over 4,140 Days - 2.01cph!
fixed bug where NPC rockets/shells could detonate before hitting target
fixed invisible curb at launch site
Show timer times always in real time (not game time)
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Fixed building views not getting set to finished when the last required item is deposited
Tweaked the various Sit action plans
-Fixed Resting flag being left on a unit indefinitely, will now get removed via a break action
-Fixed sitting plans lasting forever (until unit passed out from fatigue or hypothermia) if they are player instigated, added the 30-120s timer to do this
mad scientist reverse engineering backup
Props place correctly. Cloning keeps prefab references.
bradley shows smoke and fire based on current health
after not being attacked for 5 minutes, bradley heals over 60 seconds
code cleanup
Sync prison times to the client so timer can be shown. Also ended up having both mission and prison times in game time rather than both in real time.
Unschedule sun events on destroyed vehicles
custom smg learnable recoil patterns and reduced aimcone
fixed flyhack catching people standing on vehicles
TryAdd in ItemContainer automatically stacks items where possible. Note that this means an item can now be destroyed during a TryAdd call
Fixed UI.ActivityNotificationsWidget still accepting raycasts even if it was disabled, was blocking player input in the middle third/bottom half of screen
Disable http redirects to ftp scheme - crashes Awesomium
Fixed human rigidbody and collider components getting left on when the game starts (this might solve the invisible units bug)
Added schematime convar (inventory schema refresh interval)
nav_disable usage improvements and compatibility with nav_grid.
When animals fail to spawn on a navmesh they now drop a corpse on removal/kill (scientists won't).
Retired TextureUtils (GC alloc galore)
Added GC-free Texture2D.Clear extension method
Fixed a bad check in nav_disable improvements.
Yet another merge from main
Added cooldown on brake press to enable better drifting
update launcher model, adding mat/texture
update wip portrait
made is looking anim transition take priority to is alert anim on animal controller
Added Union64 to Rust.Global
Fixed CRC.Compute32 discarding the passed CRC value
Added CRC.Compute32 and CRC.Compute64 overloads that take numerical types
Eliminated GC allocs from UpdateClothingItems
Changed item container hash from massive string to CRC32 hash (eliminates GC allocs)
Deleted Plugins/ProtoBuffers (empty csproj)
Moved Rust.Data.Test to use the same folder structure as the other plugin tests
Eliminated GC allocs from MeshPaintableSource
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Fixed client side texture memory leak when paintable signs are destroyed (!)
CP text stuff, reduced booster moevement 4->2, booster can now do 1-2 dmg
Fixed the default item container hash being the same as the hash of an empty item container (now uses 0xffffff)