202,327 Commits over 4,171 Days - 2.02cph!
Building editor addon positioning, prefabs, cleanup
* Fixed physgun's controller not releasing entities properly when the physgun is removed
Automated Linux Build #549
Automated Windows Build #549
Automated Linux DS Build #549
Raiser unit data files and placeholder model prefab
renamed Raiser unit to Worker. Can now lower tiles as well as raise them.
prototyping Swapper unit, added functionality needed for it
Moved network info into the F1 screen info box that was already there
FOR FUCK SAKE UI color tweak
FOR FUCK SAKE adjust unit glow color
FOR FUCK SAKE unit color , tile shadow and glow color
Added console args to set NPC counts from the server
Stone pickaxe optimisation
Ceiling light prefab fixes (RUST-1523)
CraggyIsland cave updates
Explosives do all LOS checks before destroying any entities (RUST-1546)
Switch to left click select / right click action controls. Swapper/worker prototype setup.
FOR FUCK SAKE tweak unit glow color
Worker hp 4->3, Swapper hp 2->3
reverting island 0001 as I left some random building assets in there
ItemSetings ItemParameters fields should be initialized in their declaration
Added PostProcessingController script to player/camera
Reduced some cooldowns to 2, reduced max CP to 4 from 5
Cleaning up and fixing graphics option toggles
Bootstrap loading tweaks
Enable post processing control for various effects
More graphics options cleanup
Pipe/debris/industrial fixtures asset tweaks
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test: cooldowns removed, CP back to 5
FOR FUCK SAKE camera twaek
Tracker animator uses unscaled time
Fixed NRE in ItemDesire.Matches (Knowledge.CanFindItemForDesire must check dispensable types when evaluating dispenables)
Player singleton fuckeries
q no longer closes vending machine admin panel
added small light to vm screen
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properly detect player infront/behind of Vending Machine RUST-1553
Combat now uses spreads rather than chance to hit for projectiles.