256,252 Commits over 4,018 Days - 2.66cph!
ladder hatch lock dummy
ladder volume toggle
Convar to enable/disable network caching
Convars containing network + save cache size in bytes
Don't store names in RPC cache (available in stringpool)
- Increased factory spawn budgets
- Think I fixed some factory rooms not spawning props correctly
- Rebuilt tileset/scene
Padlock icon for locked characters/stages.
Automated Linux DS Build #171
Automated Windows Build #171
Phrases (fix for RUST-538)
Fixes for RUST-535, RUST-537, RUST-540
utf8.offset now conforms to Lua 5.3 spec
updated test_viewmodel scene to include 3 weapons pistol/mac10/m4
mac10 vewmodel
added running / walking animations for the pistol and m4 viewmodels
Some smartobject collider tweaks, hopefully fixes some raycasting issues
CSV stat import always loads from Resources/Data/stats.csv
Move stat CSV import to Tools menu, now imports stats to all StatCollections at once
Added CVS import in StatCollectionSettingsEditor
Fixed changes not always saving
- Asteroid tileset tweaks
- Made outdoor alcohol pump collider bigger so you can shoot them
- Asteoid level WIP/placeholder room work
disabled holosight dot projection for now ( improves jitter significantly )
Moved Zone 2 behind baseline and added shot power for backspin / top spin
bugfix for attachment bonuses
lasersight recoil reduction reduced to 15%
lasersight hip/aim conefire reduced to half when active
bugfixes for laser/beam appearing off for other users under some conditions
Removed BeholdR because compile errors
TribeStartArea now has a blocker collider in it, added the Blocker layer to SpawnHandler's default layer mask on creation
Improved destination flee algorithim in Unit+Morale
Tribe spawning now dependant on TribeSpawnArea prefab, you must place one in the zone for a tribe to spawn!
Added click/interaction sound to PlayerController, refactored a little
- Troubleshooter build with more bugfixes and gameplay improvements
- Quickly hacked in the new base booster effect so I can do a prototypes build
Cowboy - forehand dive + clips
Tech tree editor progress
Cowboy - forehand dive update, backhand dive WIP
Merge from pre-release (wall frame and wall frame blocks / dungeons LODs)
network++
Socket offsets adjustments
Animation speed fix
Missing meta
Frames and Screenshots scene update
Floor ladder hatch models, LODs, COLs, Gibs, Prefab setup, icon
Animations
Prepare prefabs
LOD, batching and culling tweaks and fixes
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Ripped out the old conditional model system (refresh / process queues, building block extension)
Disabled ModelConditionTest_Sphere globally (deprecated)
Implemented conditional model system 2.0 baseline (managed by ConstructionSkin)
FOR FUCK SAKE playership prefab : removing Booster trail and particle
!A booster FX
!A trail sorting script
!A trail material
Updated shot powers / system
Made ball a touch bigger