199,332 Commits over 4,140 Days - 2.01cph!
NRE fix in dispenser interactions
Added "spawn individuals" concept to spawn handler, for example for hero trees to always respawn in a particular spot
Added respawn_individuals convar (toggles automatic individual respawn)
Added fill_individuals console command (respawns all individuals)
Added MonumentIsland test scene
fixed invisible chair pose
Fixing Missing Scripts errors in swamp_b
swamp_c loot fix & balance
Don't trigger settlement XP gain event unless value is non zero
Swamp_a and b fixes - Hero tree layer and map display
Fix for players getting stuck inside dredge buckets
Slightly increased LOD distances on wooden walkways
Moved big wheel chairs closer
Skill Gain to Settlement exp multiplier.
Return false in CanPerformJob if job isn't unlocked yet.
Added JobCondition.
Hunter Needs Weapon now checks if we're actually a hunter.
Needs now have a condition group for completion.
Hunter Needs Weapon completed if the unit is no longer a hunter.
Fixed swamp a,b & c water body height collider mismatch
Fixed swamp_b water collider size
Passing the shooter through in the health info on death so the camera can pan over to your killer
bandit_town water body fix
network++
save++ (166)
Made sure game mode respawn times always long enough for the kill cam
Death cam shows an ally if it can't show killer and there are allies around. Doesn't let you change who you're viewing or handle the ally's death properly though - need to integrate with the full spectate cam I think.
Fix the build!! And some other death cam stuff
humanoid vendor functionality
bandit town sell orders
fixed big wheel spin speed
updated bandit town with vendors + public works
Fixed melee attacks registering in AI as the weapon being initiator, not the player.
Improved hostility reaction for guards in bandit town.
added shadows back to trees (whoops)
removed clone entry in foliage.v1
RUST-120 - VM hammer - Fixed arm clipping with vm clothes
Spectate targets have a callback for target lost. Implemented the callback in a couple places
Triggers on needs are now optional.
Needs are triggered by a set of conditions, and the same set of conditions determines fulfillment.
Edge scroll same speed as WASD
changing tree.cs to make shadow meshes batch
turned on enable gpu instancing on some materials
Animal roaming improvements.
Activity can select whether we account for the creator or target when notifying the player.
JoinTribeRequest is now created by the unit wishing to join again.
Fixed IgnorePerception in SetDestination not actually ignoring perception.
Convars for bandit hostility settings.
Converting some proto over.
Fixed some spawn issues with the bandit town
Network++
Save++