200,010 Commits over 4,140 Days - 2.01cph!
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)
Async navmesh link generation and some cleanup.
Staying up to date with main
Fixed EntityComponentSystem not incrementing component index properly
cmd verification bug chasing
Removed attack anim call from player controller input
CP text brackets, verification bug attempt 1
Made FollowCamera/MapCamera zoom to transition optional, currently disabled
Supermarket counter / reduced wood saturation
Fixed that the fix for RUST-836 was ifdef CLIENT (whoops)
Disabled mips on terrain alpha to prevent caves from closing in low quality
Fix potential deadlock in multicore rendering when messing with colour correction
Removed redundant Initialize override in ItemActionDesire that wasn't calling base and thus broke all the things
Disabled full screen tutorial widget auto activation
Removed terrain4_rock2_smoothness; replaced by spec on quarry_stone_debris
Renamed terrain4_rock2_specularity
Disabled readwrite on all terrain4_rock2 textures
Semi auto rifle fbx revert
Bandages, Mp5, Python, Sal Axe, Sal, Hammer, Sal Icepick, Sal sword - Updated to latest rig and added new arms
Removed unneeded stuff from BlueprintCategoryButton
Toggle group instead of buttons on crafting screen.
turn off turn layer if not 0 when unit anim code gets lodded
bradley health doubled
bradley loot tables modified - won't drop explosives
bradley turret aim adjusted - coax is way more accurate
bradley coax damage slightly lowered
set turn layer to 0 when is look at is not being called
Crafting & Building windows show "unread" status icons on list elements
Fixed map transition fog displaying wrong values
Npcs should wait for dynamic navmesh to finish baking before attempting to spawn on a valid navmesh.