200,714 Commits over 4,171 Days - 2.01cph!
Added deferred mesh decal renderer to main camera prefab
Modified sphere_tank decal material and renderer to use deferred mesh decals
█▉▅▊▇▆▆ - ▍▆▉ ▉▊▋▊█, ▍█▊▇ ▊▋▊█ & ▄▍█▍▌▋▅ ▉▋ ▅▊▌▄▍▄▄, ▊▍▄▋█▉▊▌ ▆▆▄▇▅▆▋
* ▄▋▅▄▋▍▇█▆▄▍▌█▄▋.▇▍█▉▊▋▋▌▍▉▆▉▊▉ ▋▋▇█ █▊ ▄▍▍▇▅▇ █▌▋█▊ ▆▋█▍ ▄▍▊▉ ▍▆▌▅ ██▇▊ ▍█▇▉▇▍
* ▇▊█▄▅▇ ▆▇▍▅▉▌▄▌ ▆▊▊▋▋ ▌█▇▆▌█ ▌▌▋▉ ▇▇▌▇▆'▇ ▋▉ ▄▌▆▇▊▇▋▊▊▇ █▇ ▆▌▉▌█
Automated Linux Build #417
Automated Windows Build #417
Automated Linux DS Build #417
FOR FUCK SAKE factory room/prefab (more random props test)
FOR FUCK SAKE factory material
!A random prefab
final
researching items calls CollectedForCrafting (mods/ammo comes out)
Researching added
Temp Blueprints added
research table unlocks at level 10
large wood storage unlocks at level 9 (was 10)
-Added research paper
-use research paper to increase success chance
-earn multiple one-time use blueprints when successfully researching an item (based on type)
rebuild loot panels
phrases
touched a bunch of prefabs
-merge into main-
researching items calls CollectedForCrafting (mods/ammo comes out)
Researching added
Temp Blueprints added
research table unlocks at level 10
large wood storage unlocks at level 9 (was 10)
-Added research paper
-use research paper to increase success chance
-earn multiple one-time use blueprints when successfully researching an item (based on type)
rebuild loot panels
phrases
touched a bunch of prefabs
Fixed some GC spam from auto turrets
- Reduced player speed from 400 to 350 (middle ground, was 300)
latest human and fish, new building attachments and fx
updates to thrown weapon anims & transitions
Adjusted bolt action damage so coffecan helmets let you barely survive one headshot (as they did before the damage buff)
Increased effective distance of rifle bullets
Removed redundant visibility check in deferredMeshDecal
Fixed server error can't remove MeshRenderer because DeferredMeshDecal (RUST-1237)
Fixed some camera related errors in decal mesh renderer
Updated a few prefabs and materials to the new mesh decal workflow
sleep sounds edited and added to anims
Timber mine model set WIP
Blend mask for rock_cliff_b
Military tunnels scene work backup
Remaining materials to mesh decals
Updated parts of water plant, satellite dish, powerplant, warehouse, airfield to mesh decals
Merge fleeing stuff to main
removed annoying debug log
logs to sit in mostly working, broken by lack of position interaction editor.
Fixed a bunch of stupid allocation in DebugTools
Added sorting by tags and tag copy/paste to AtmosphericMusicSettingsEditor
Hopefully fixed a case where the player view direction was not shown correctly to clients (RUST-1154)
Fixed broken entity selection in InteractionPositionEditor
Updated remaining (hopefully) structure prefabs to mesh decals
fixed candlehat/minerhat not being visible in first person
Yet another merge from main.
removed darkening on holosight lens
reverted hitmarker sound (sorry @alexr!)
interaction position infomation for log seats assets with the fixed tools!
made a buch of things researchable (like doors/ladder hatches) that weren't before
moved most barricades to common/uncommon tier (instead of rare)
Fixed some bad coordinate conversions that were breaking fleeing
Merged SetDestination actions back into a single class, added custom editor. Stopped SetDestination ending early after a distance check when in SmartObjectInteraction mode.
Fixed BehaviourChain break bug causing SmartObject subscripts to not end correctly
Fixed rect select not working
Fixed mesh decal zwrite and blending modes
Renamed SkillTypeDefinition.Verb to SkillTypeDefinition.Noun beacuse I words good