200,680 Commits over 4,171 Days - 2.00cph!
DM now drills down through Goals until it finds a GoalPlan
Stability floating point inaccuracy fix
Disabled collision spheres in anim viewer
- 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
Added stability.verbose convar (default off)
m249 actually unresearchable and uncraftable
Fixed potential NRE in BaseEntity OnValidate
Stability neighbour notify only sends along female links
Salvaged sword & Machete now throwable
Organised Machete prefab folder to match other weapons
external stone gate now more rare
Lots of tweaks, fixes, and new bits
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weapons can specify a movement penalty for recoil
m249 has insane recoil when moving (unusable)
merge from main/ambience2
merge from main/ambience2
devastating ak/bolt nerf - recoil penalty while moving
Set player voice audiosource priority to max
Fix bug when disabling/destroying AmbienceEmitters
very low chance for duplicates (of blueprints you already know) when revealing
Fixed potential NRE in Construction.Placement
Fixed potential NRE in Planner.Server DoBuild
LOD fixes for building parts doorways
Manifest (ambience changes)
Merge to Main - Explosion work
Got rid of GL path and opengl32.dll dependency on windows; available only with _DEBUG conditional
opengl32.dll no longer a RustNative dependency on windows
Added stability.passes convar
Fixed post build process
Turn on the debug stuff again
FOR FUCK SAKE missiles prefab, first pass fx
FOR FUCK SAKE aiming laser material to be more visible