199,606 Commits over 4,140 Days - 2.01cph!
EntitySettings component validation cleanup
ResourceSettings validation forces Dispenser component to be enabled
CraftItem Action has three modes/data source options, DesireCondition, Intention and ActionChainData
Fixed some deployables being placeable at extreme angles
Fixed regression on RUST-793
added app build scripts for prerelease branches
BasePlayer.ClientInit uses load balancing for mesh creation and prefab instantiation
Automated Windows Build #1
Intention plumbing in BehaviourChain
PlayerTaskManager was on the globals object and the Player, whoops.
Add scm changeset number when building
Include unity version info in benchmark results
working on low poly of beep truck. created most of undercarriage and side of truck
Unit combat effect fix
TribeStartArea.Populate positions fix
Automated Linux DS Build #1
Merge NPC footsteps, IMaterial:GetKeyValues(), TTF-only font loading
Merged some baseentity features from upstream - modelscale keyvalue, SetModelScale input
Automated Linux Build #299
Automated Windows Build #299
Automated Windows Build #2
Movement effects tweaks, should result in more reasonable Stamina sim
Automated Linux DS Build #299
Automated Linux DS Build #2
Automated Windows Build #3
Automated Linux DS Build #3
Simplified ui test scene.
Don't pop up results for automated benchmarks
flamethrower finds fuel placed on belt
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Projectiles change path when penetrating objects (projectile refraction)
FOR FUCK SAKE rotorz data set
C4 can no longer stick to other C4
- Work on prefab updating tool to work with Rotorz tile system
- Removed all floor checks and references to floor height, always 0 now
GUI moved to a seperate scene
Removed Personality, because Traits
Entity's no longer store lists of some components, everything is singular
Zones are no longer parented to the World transform, because Unity scene management is nice now
Don't load the GUI scene if it's already loaded in the editor
Fixed tribe creation hookups