200,673 Commits over 4,171 Days - 2.00cph!
Only wooden boxes and large wooden boxes are pooled, not all entities that inherit from StorageContainer
Fixed distorted water reflections in rivers (RUST-1248)
Disabled pool.players by default again (more testing)
RUST-1250: Sound pooling fixes (hopefully.. can't reproduce in editor yet)
Set sound modulator value to 1 when fetching new modulators from the pool
fixed player twitching into sleep anim when he jumps in / out of the water
tweaked the materials for all of the weapon addons and the m249 (they look more metallic now)
beds are actually pickupable again
lr300 spawn tables
lr300 balance
FOR FUCK SAKE player prefab hit adding shield
FOR FUCK SAKE fix water particle, rebuilt tile/room prefab
FOR FUCK SAKE particle file cleaning
Collectable pickup sunds for mushrooms, stones, and stumps
Research table sounds
More sound tweaks & polish
Trainyard - fixed the holes in terrain sometimes happening near large basin
crying anims to the crying emote
More stats refactoring.
Added IStat, as base Stat uses generics for definition type
Current Stat cap modifier is held by Stat.ActiveCapModifier in place of the IsCapped bool from previous iteration
Changed mission list to show large or small icons
Disabled stunts
Disabled TOD
Hopefully fixed NRE when attempting to join a no longer existing collection
Expose SensesParameters.LayerMask, Senses pulls directly from data instead of caching
CanPerceiveUnitsSettings switches on the Unit type instead of if/else
CanPerceiveUnitsSettings implements Evalute(entity, blackboard) overload
GoalPlanVariant.SimTick returns if IsActive == false
NRE - ViewmodelAttachment.OnDisable (weapon with attachments into research table) RUST-1244 fixed
lr300 iron sights made accurate
Updated scenes, stoped decal allocation on server
Old Mine set, final meshes LODs and Colliders, ready to place prefabs
Misc & military tunnel update
RUST-1146 - Fixed invisible helicopter gibs if destroyed outside of network range
Spawner component refactoring/cleanup. Added align to normal, layermask support.
Added more options for GetGroundHeight/Normal to VectorUtility
DataEditor becomes DataBrowser
DebugTools lock selection button
Water splash fx material uses lit alpha blend shader
chagned hand positions in happy anim
Minecart final mesh LODs and Colliders, Prefab
Military tunnel update
tribal drumming loops added
Stat fields + defaults in IsWithinPerceptionRangeSettings
Refresh skinned mesh renderer bone cache when mesh changes (because of gender or race)
Removed Stat.CappedMaxValue, MaxValue handles caps itself
Chimney spiral strairs final mesh LODs and Colliders, Prefab
Military tunnel update
Fixed approaching targets in combat