201,393 Commits over 4,171 Days - 2.01cph!
animal footstep import settings
Snappier interaction display
Stopped injuring yourself with your own car making you a criminal
Stop vehicles damaging characters at all at very low speeds. Makes them slightly (only slightly) less janky
FOR FUCK SAKE UI tweak/ wip intro
Moved car exit points further from the car. Might help getting hurt when exiting on laggy servers a bit.
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Automated Windows Build #659
Automated Windows Build #660
Balanced animal favour running in straight line
Improved performance of removing from Grid<>
Fixed player collision corruption on die / respawn cycle (RUST-1642)
Ai doesn't eat when it's got threats
Fixed AI quickly running back to previous spot when running fast
Ai bit more afraid of humans
Fixed Ai floating off ground slightly
Fixed torch light culling mask
Subtracting
20023 to try a different way
Fix for intro not playing after first match
split GameInstance stuff from GameServer into GameHostServer
Fixed spikes when removing entity
Added BufferList to Rust.Global (list that exposes its backing array for fast iteration)
Optimized InvokeHandler and UpdateHandler by reducing their iteration overhead
ListHashSet and ListDictionary use BufferList and take an initial capacity in their constructor
Fixed metal chest plate (sometimes?) being invisible (RUST-1637)
Redesigned loot panel a bit. Now shows item description.
Fixed combat accuracy calculation to not be derpy.
Camera mode can be toggled with B key.
"Failed to load sound" will no longer spam or cause extreme FPS loss in case of looping sounds changing pitch, etc.
Automated Linux Build #661
Automated Windows Build #661
follow camera returns if the target is null
Disabled ImageEffectTransformsToLDR on tonemapper until gamma bug is fixed
Rocket factory site / texturing pass / backup
Item decay progress;
Wearable uses similar calc to Buildings (Wearables have a rain resistence and armor)
Tool and Weapon components have a Use method, with some temporary calc using Skill values
Items that reach durability of 0 are destroyed. which records activity/spits UI notifications
EntityComponentParameters can override array of required component types, validated in editor
Touched a bunch of assets because of validation
Wearable no longer implements ITickable
Pretty sure player_motor doesn't need to token rigidbody anymore
Two seconds of invulnerability to collisions after exiting a vehicle.
Removed need for capsule collider on the server by using a different character controller setting.
animals align to terrain height/slope
animals try and face attack target
fixed rare issue where a dead helicopter could enter a strafe
Working on a new vehicle/player collision system that improves collisions and removes janky "pushing" vehicles around.
NPC push velocity updated to match player