201,692 Commits over 4,171 Days - 2.01cph!
floor ladder hatch requires 3 gears instead of 5
armored door now costs 35 HQM+5gears
spring produces HQM at recycler
small stash no longer requires rope
fixed boltrifle cycle animation taking too much screenspace when ADS
modified all radtowns to actually drops tier2 components (gears,springs) instead of only weapon boxes
repairs no longer require components
fixed double armored door cost to require gears
torch only costs 1 LGF instead of 5
added recycler to sat dish
scene2prefab
protocol++
Fixed vehicle exit bug, and fixed issues with vehicle entry/exit in CLIENT+SERVER mode. Renamed my test map.
Fixed AI Look ahead
Added quick top down camera
F1 grenades require 1 spring
Quarry no longer requires cloth, requires 15 gears instead
Wooden armour requires rope
Bone armor much cheaper rope wise
Leather gloves require sewing kit
small chance of tier2 components (spring/gears) being found in barrels
spring/gear chance increased slightly in tier2 loot table
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"