200,887 Commits over 4,171 Days - 2.01cph!
Automated Linux Build #342
Automated Windows Build #342
▋ ▇▇▌▋▋▋▌▍ ▅▉
!▊ ▄▅▋▄▅▆▉ ▇▌▊▊▊▄ █▌▌▉ ▉▌▇▊▋▋▉▄▅█ ▋▍▇▉▆█▊▅▄ ▄▆██▊▇
!▇ ▄▋▋▋▇▌▌▇█▆ ▅▄▆█▅▄▄▌▌ ██▅▇▅▇
Automated Linux DS Build #342
Fixed projector multiply decal shader compilation errors
Nuked image outline shader; wasn't compiling / up-to-date
isCarryingLTorch and isCarryingRTorch bools setup with left and right hand animation mask layers
improved boar/warthog run/walk animstions a bit
Projectile entity distance verification takes entity speed into account instead of always assuming the worst-case (i.e. helicopter)
Added Fleeing flag and tweak fleeing related behaviour a bit.
accidently left bool flag on
Fixed revz loading in DX9 broken (RUST-907)
Cleaned up reverse depth code a bit
added truck animation to scene
Added hacky as fuck filtering for AssetEnumAttribute/Drawer
Bears no longer turn into logs when they die.
Warn when physics buffers get too small
Increased physics buffer size
Fixed water going nuts after alt+enter
Fixed water foam disappearing/reappearing after alt+enter
Increased water smoothness a bit
Stat change % support.
Stats and Effects tick at the same rate as all other systems, instead we scale values based on tick rate.
All Stat minipulation values are now PER GAME MINUTE.
Stat.ChangeCurrentValue cast fix
Fixed SavasIsland tier 1 loot crate
Combat component should now correctly listen for target death and fire animation cancel event accordingly.
Reserve subscriptions for smart object interactions, that decision making and actions can go hand in hand a little better.
Fixed DataEditor not creating assets with correct paths
Prepping for attachment point blocking
Bow is no longer wearable
Continued work on combat cancelling
Fixed target death event not being unsubscribed properly.
Target moving out of appropriate distance for attacking should now trigger combat interruption.
Stat minipulation fixes, scaled properly with tickrate. Real world values in editor
Fxied Death effect not found by UnitManager
Network bug fixes and issues.
Added a gate for potential duplicate invokations of OnChainBreak event due to UML-revealing loop in the API.
Made some logs more detailed to provide more info for server owners
Added projectile_desync convar (specifies max allowed client desync before projectiles are ignored)
fixed beep truck rear multiple materials issue and rebuilt lod0 prefab
Added preview to truck painter
Switched material type
Optimised decal test