254,763 Commits over 3,990 Days - 2.66cph!
Potential fix for some elevator doors in NMS not working after a server restart
Don't spawn the child door in ServerInit if Rust.Application.isLoadingSave, this is likely due to recent monument entity serialization changes
This was resulting in a new, overlapping door getting spawned every time a server saves/loads
Comment out ping estimator editor spam
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Add ViewmodelCameraAnimation component to the minigun viewmodel
Add a FadeInTime to property to that component that fades in the effect over a given time, softens the impact of the starting offset in the source animation clip
Create scene lights in default particle system query
Remove physics world creation flags
Remove userdata from physics interface
Clean Up
Use better font
Make interaction more generic
Remove pre and post solve callbacks from physics interface
Remove OverlapTest_t from physics world query, we don't use it
Add a parent volume to the mesh ladder on the rotating cranes, prevents players falling off if they are on the ladder while it rotates
Adjusted rotation of static crane on harbor_2
merge from toolcupboard_retroskin
merge from fix_ping_estimation_null_tags
merge from fix_server_demos_disk_quota
Subtract
94930, there is now a more general sign fix
compile fix
potential startup fix
Fixed rotation viewing vector zero
Convar'd flee damage percentage
Adjusted zone stale time, danger zone size and max zones 'cache' size
Wrote system to cull least active zone if danger zones overflow cache
Heli now filters its targets based on the danger of the zone they are in
fixed minigun shot sound with high ping
Increased orbit distance
Refactor of napalm time handling in orbitstrafe
Fix NRE caused by null tags when using cached browser & ping estimation
Add `string[] Tags` to standardize tags from cached browser
Update CrowdinUpdate.exe with some extra error handling
Extra error checking just in case
minigun ammo type fixes ( heli/turret )
Fix disk quota code not being called
Try catch disk quota code incase file IO errors
Re-enabled debugging stuff
Flee positions are picked better again
Fixed more orbital lock issues
Fixed problem with using napalm in no go zones
Swapped zones to check positions, rather than players
Strafe no go check
Patrol points are now recaclulated up to 5 times in order to find one outside of a zone. Monuments are used as fallback
AMD driver check: 2.0.279 is fine for Polaris/Vega