199,327 Commits over 4,140 Days - 2.01cph!
Wild corn & pumpkins always spawn next to rivers
Reduced driftwood density
Dialed back hemp tint randomization
ValidBounds rejects positions that are NaN or infinity (RUST-864, maybe)
Tightened valid cupboard deployment angle
1 person shelter for hunting or staying away from camp for a few nights
Lanterns can be placed on top of other deployables again (RUST-823)
Fixed world models / ragdolls ignoring cave triggers
Fixed server projectiles (i.e. rockets) ignoring cave triggers
Refactored joining mission
Added server configs
Vis.Colliders handles terrain triggers
Fixed turret LOS check ignoring cave triggers
Tribe creation scene fix/cleanup
DM NRE fix (no more child goals)
Revert mistaken prefab commit
player preview anim source updates
Added prevent movement physics layer (similar to prevent building, just for movement)
Found an ingenious (i really mean dumb) way to allow runtime toggle for debug/testing; default off for now
Tested d3d11; d3d9 and gl need work before merge
Unified CombatAbilityType and RangedAttackType and added an AOE type (not implemented yet).
Basic implementation of AOE attacks and some improvements to targetting when multiple units are involved.
Resource.Create() from entity tweak
UnitResource enabled by default and added to validation list stuff in UnitSettings
Fixed fog seam on river to ocean transition; rivers too low tess for vertex fog
Optimized screen coord to frustum ray
Improved quit to editor handling of when revz is enabled
FreeImage materials/textures now refcount properly
Removed load-from-buffer code from FreeImage textures (it'd need a different approach to handle regeneration)
Automated Linux Build #331
Automated Windows Build #331
Couple edit-mode more fixes
Automated Linux DS Build #331
instahit fix
can no longer codelock fish traps ( wow )
fx_click_dirt and some stuff
baseline for water purifier/desalinator
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Building prefab collider tweaks
Added InteractionPosition data warning to Building editor
Added Selector prefix label to DecisionLog
Prevent movement layer is included in AntiHack checks
Player Model is now a prefab.
Fixed HumanView+IK NRE
Fixed UnitView.Unit NRE
Begone silly events
Added material to testmap.
updated buildings to new spec, moved to new folder and renamed to be somewhat consistant with each other
Unit anim state event setup
Renamed UnitResource -> ResourceCreator
Fixed view creation overriding convex collider flag, moved force all to convex bit to ItemSettingsEditor prefab update process hook