201,964 Commits over 4,171 Days - 2.02cph!
FOR FUCK SAKE ui
FOR FUCK SAKE shader
Reduced cop and pedestrian vision distance from 75m to 50m
Doing a raycast insteadof raycastall on non-interactable layer interactables so they're blocked by intervening walls etc
Big door interaction update. Let door hover show more info about the door, getting the state relative to the interactor from the server.
Reworked healer attempt #1
Biter health 8->6, reduced front and side block
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Automated Linux Build #656
Automated Linux DS Build #656
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Automated Windows Build #656
Automated Windows Build #657
Fixed spawn/spawnitem not working
Some invoke handler optimizations
Cache waterfactor, waterdepth
use Entity.WaterDepth for ai queries
animals have proper corpse contents
added deer meat
Enemy in-range indicators in movement mode, upgrade to 5.6
added exit button to map and squad editors
branched to start decoupling everything from a server for single player/modes
Made camera look ahead of truck slightly
removed unused moved/attacked variables from protobuf and references. More purging
Instancing all materials part 2
Updated render queue field and added instanced field to rust/std shader gui
Increasing navmesh bounds
Chicken doesn't use horse footsteps
Cleaned footsteps
Reduced animal mesh compression
Attack damage is a variable on the npc
Ai senses - memory filter (should fix ai not seeing players)
Ai should sense corpses too
Added different options for easier looting. Adding an item description.
Launch_site terrain setup
Backup/progress core
Disabling some VPK code that is hitting an infinite loop