31,283 Commits over 3,959 Days - 0.33cph!
Fixed ore spawn issues on custom maps with certain biome distributions
When NPCs move to maintain cover, ensure they are allowed to fire at will.
Junkpile NPCs will prefer to hug cover rather than chase players over open terrain.
Added underwear censorship option
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More improvements to AI at Military Tunnels.
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Wire holdtype,
worldmodel prefab and lods
Clear wire lines before retiring the prefab
Junkpile scientists tick on a separate budget from other NPC Players.
Fixed a bug where Scientists could full auto fire from a distance in some rare situations.
electrical branch has UI menu
wiretool/lookat profiling
disabled cable tunnel
fixed cable tunnel issues
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Fixed deploy delay AH false positives (RUST-161)
Improved hunting bow responsiveness / fixed reload cooldown reject during continuous fire (RUST-161)
Improved AI at Lab area of Military Tunnel.
Reduced poke-through-thin-walls issues with Scientists at Military Tunnel.
simplelight passthrough handle fix
fixed memory cell handles
Attempt to fix Scientist speed bug on Cargo Ship.
Only do short circuit backtracking on main power slots
Added power drain to OR switch
More improvements to Junkpile scientists (cover usage).
Improved junkpile scientist AI vs animals.
Fixed bug in Junkpile Timeout.
Fixed bug in AI animal distance reasoner.
Further improvements to junkpile AI.
Added short circuit backtracking to OR switch (ioentity.backtracking convar, 8 by default, 0 to disable)
renamed memory cell 'clear' to 'reset'
All IO entities are response limited
Adjusted responsetime to 0.1s
Added spawn.tick_populations and spawn.tick_individuals (respawn tick rate)
added large battery
small generator emits 50 power
wiretool weirdness fix
fixed timerswitch not working on server load
StatusLightRenderer is IClientComponent
Added StatusLightRenderer for more optimized handling of IO entity indicator lights
Converted indicator lights on blocker and memory cell to StatusLightRenderer
Optimized IOnPostNetworkUpdate
Optimized IOEntity.PostNetworkUpdate (eliminated GC)
Rewrote IO entity response limiting (override ResponseLimited to true when desired, currently only ElectricalDFlipFlop and ElectricalBlocker)
Moved IO entity network update call so the visual state of the IO entity always fits what has been sent to its children (now also only sends one network update even if the state updates 50 times in one tick)
Updated AI profiler hooks.
Added graphics.impostorshadow convar toggle