198,747 Commits over 4,140 Days - 2.00cph!
Thinking about building upgrades.
more tweaks to human territory AI
occluders for office buildings, office interiors
fix for RUST-1446 - one sided collider in industrial building g
Rubble pile tint mask + biome tinting
HUD layout / design tweaks
Added new unity post stack, WIP post/TOD revamp
Switched to linear color mode
VicnityEffectTrigger NRE catch
fixed an issue in which interactions positinos could be marked as blocked by the unit occupying them
Detail colliders for stairs block
Updated collider of static campfire
Removed FakePhysics (empty script)
fix emote bubble placement
tweak match history color, text mesh pro replacement
fix player profile button sorting with option widow
Fixed mismatched gui areas
made the null considerations not null
BEL.DrawConsiderations loop breaks later when obj ref is null
Fixed foliage displacement from foundations
Getting out of an interaction position should no longer display on the UI as looking for something to hunt
exhausted effect remove animator bool on finish
made mushrooms not consumable for now to avoid people tripping all the time
Added -rcon.ssl (certificate path, wss)
Added -rcon.sslpwd (certificate password, wss)
bunker rooms for launchsite LODs/COls/Prefabs
scene2prefab launchsite
Removed a bunch of tags we dont use
Fixed potential NRE in CloudsOfWar OnEnable
Overlays no longer flicker when rendered in Hammer with fixed lighting
Modifying input rate cheat checking. Less false positives from server hitches. Also fixed networkuser issue.
Hammer: hide '3D Lighting Preview', show 'Logic Preview'
Add binding to "Center 3D Views on Selection" label
Hammer uses DX9 version of WorldVertexTransition
Updated project version file
Update hlmv from upstream ( Some things disabled cause too many merging required )
Updated camera settings. Glow visible from a distance.
Unity version bump to 2017.1.0f1. Engine bug with the glow effect is fixed so brought that back.
Rollback gmpublish changes
Pointless loading screen polish