201,634 Commits over 4,171 Days - 2.01cph!
Fixed excessive reach on certain melee weapons (for example the rock)
FOR FUCK SAKE door socket for industrial structure
FOR FUCK SAKE asteroid material
Fixed Units not actually being in the unit list.
Fixed player craft desires being wiped just after creation.
Fixed NRE in PlayerMetabolism.CanConsume
Potential fix for rare NRE when cancelling loading screen
- Double jump, movement tweaks
Added mailbox and server protocol
* Fixed func_precipitation causing crashes when using a non supported precipitation type
Automated Linux Build #384
Automated Windows Build #384
Automated Linux DS Build #384
Fixed UI.Ingame.Hud layer sort order
Added UI.Ingame.Hud.Menu
Removed AIDesignerData asset, now all AI module node graph data is stored on the module itself
Removing UnityEditor directive in AIModuleSettings
Hide rcon password on command line properly
Fixed warning stating motion vectors require depth camera mode
Facepunch.Steamworks tests
Fixed black graphic distortion in dungeon tunnels (RUST-1147)
Log Print
Retry properly
EAC Hash
More alu reductions in rust/std fragment shader internal code
Simplified rust/std fragment handling of vertex and pixel world normals
Touched all rust/std changes to force apply changes
uv updates on interior stuff
Same alu reductions to ocean and river shaders
Fixed patrol helicopter guns not using GetEntity to retrieve entity from RaycastHit (required for batched colliders)
Added / modified some selectors and conditions to ensure units equip weapons before going to attack.
no sprinting while reloading the crossbow
neck is no longer consistered for headshots derp