193,508 Commits over 4,079 Days - 1.98cph!
Fixed inactive spawners error on load/start
Added CanPathfindTo condition
Super dank stat simulator editor
Fixed manager init
Freezing effect kicks in below 5, not 8
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Automated Windows Build #695
cutting in alleyway geo and texturing on hex pieces
Automated Linux DS Build #695
Automated Linux Build #695
Remove debuggy lua stack trace stuff
Automated Windows Build #694
Automated Linux Build #694
Automated Linux DS Build #694
Use a small buffer for map.pack creation rather than allocating enough space for the entire file (lots of people run out of memory here)
Updated truck parts, can now swap all items
furniture test model added
Additional profiler samples for BasePlayer.FinalizeTick.Transform
Deleted "Debug/Load Profile File" since it's no longer working on 5.6 (use the save / load buttons at the top of the profiler window instead)
Water jug vm anims, animator, anim events, world model and temp sounds
Added shadow cascade transition blending
DynamicDOF now is AlwaysEnabled, but checks for Target == null on Tick. Reset override sets Target to null.
Clear InteractibleControllers in PlayerController on Reset.
DynamicDOF no longer is AlwaysEnabled (confirm this is ok @billowe)
DynamicDOF now overload Reset to set Target to null and disable itself.
backup/progress rocket crane
Added movement curve interpolation to flyhack detection (same as for noclip detection)
Fixed players culling when looking over low wall (RUST-1670)
Added terrain atlas generator optional support for texture arrays (arrays broken atm); fixed warnings
Tweaked terrain atlas textures max aniso
Automated Windows Build #693
Automated Linux DS Build #693
Automated Linux Build #693
Temporary: Lua stack trace stored in heap for some debugging
Automated Windows Build #692
Automated Linux DS Build #692
Automated Linux Build #692
ents.GetCount no longer includes KILLME entities
Automated Windows Build #691