202,078 Commits over 4,171 Days - 2.02cph!
Disabling some car camera code when not needed.
trailers can now be attached and detached
trying to clean up some errors in the anim controller
Fixed basic gathering interaction using skinning animations
Map no longer has fog of war
Added backtracking paths to cave 5,6,7
Fix for RUST-1424
Fix for RUST-1426
Attempting to fix RUST-1425
Flip out if conflicting inventory id's
AI can attempt to dodge close objects
Added separate path class
Removed debug junk
Flip normals on backfaces (clothing)
Fixed coffeecan shader
Hide skirt no cull
Fixed camera light
Added a few more skinnables
Started reworking the UI to support static portraits for all tribe members
Fixed players who joined a server but haven't spawned yet being in a network group and subscribed to surrounding network groups
The "subscriptions" console command can now also be called on the server (returns group subscription state from the server)
Made a few more warnings developer > 0 and added additional warnings for networking group subscription states
Disabled rain until we can actually make it not fall through everything
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Added pool.mode convar (defaults to prefab pooling v1 for now)
Merge from prefab_pooling_2 (for testing, disabled by default)
added entity.spawnlootfrom "ent" "count"
concrete_g textures
Harbor1 backup, some more work on dockwalls
Merged Unit info and effects stuff into the tribe tracker UI widget
RUST-1432 Falling in cave 8 terrain fix
RUST-1431 Falling in cave 6 terrain fix
RUST-1426 notch more draw distance to mil tunnel light sources
Monument doors are slightly wider/taller
Added start / end points to path
Vehicle movement smoother/more accurate on client
Vehicle smoothness experiments
* Added player.GetCount()
* monster_bigmomma can now be killed on maps that are not from Half-Life: Source
Automated Linux Build #465
Automated Windows Build #465
Experimenting with no rigidbody on client
Automated Linux DS Build #465