241,410 Commits over 3,867 Days - 2.60cph!
- Basic enemy roaming when not aware of player
Can now add an offset for each shot to pair up pass position with hit position
FOR FUCK SAKE aiming laser material to be more visible
FOR FUCK SAKE missiles prefab, first pass fx
Fixed post build process
Turn on the debug stuff again
Added stability.passes convar
opengl32.dll no longer a RustNative dependency on windows
Got rid of GL path and opengl32.dll dependency on windows; available only with _DEBUG conditional
Merge to Main - Explosion work
Manifest (ambience changes)
LOD fixes for building parts doorways
Fixed potential NRE in Planner.Server DoBuild
Fixed potential NRE in Construction.Placement
very low chance for duplicates (of blueprints you already know) when revealing
Fix bug when disabling/destroying AmbienceEmitters
Set player voice audiosource priority to max
devastating ak/bolt nerf - recoil penalty while moving
merge from main/ambience2
merge from main/ambience2
weapons can specify a movement penalty for recoil
m249 has insane recoil when moving (unusable)
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Lots of tweaks, fixes, and new bits
external stone gate now more rare
Salvaged sword & Machete now throwable
Organised Machete prefab folder to match other weapons
Stability neighbour notify only sends along female links
Fixed potential NRE in BaseEntity OnValidate
m249 actually unresearchable and uncraftable
Added stability.verbose convar (default off)
- Majorly reworked more movement stuff. Completely removed BaseEnemyMovement component. BaseMovement is now purely resposinble for providing movement and collision functionality, driven by new AI components or player controls.
- Removed BaseEnemyMovement script from all enemies, now just has BaseMovement
- Added the new basic enemy AI component to all enemies and transferred behaviour settings that used to exist in BaseEnemyMovement
Disabled collision spheres in anim viewer
Stability floating point inaccuracy fix
DM now drills down through Goals until it finds a GoalPlan