193,168 Commits over 4,049 Days - 1.99cph!
Interaction display handling improvements
Added the base itemproducer. Need UI.
Temp override goes away if drug level one lower reaches addiction level 0
Handling the change of CharacterMotorState in the new ProtoBuf implementation from struct to class, meaning every Move call returned was now pointing to the same address. Creating a new move state for each call instead.
Machine processes check for dependencies on their Entity's parent
Toned down collision response, fixed keyboard reverse controls, added motion blur on boost
Radial shows interactions from building addons
Building data + editor fixes
fixed spinner wheel occlusion
SmartObject interaction positions can be used by blocking units when trying to subscribe
Various tweaks to fire related AI
WIP building addons via radial menu
Fixed editor-only black or glowing water artifacts at certain resolutions
Removed redundant potential hw mip generation on some render textures
Render texture script api call changes for forward compatibility
FOR FUCK SAKE fix scene removing temp prefab
FOR FUCK SAKE wip unit panel
FOR FUCK SAKE unit icons stuff
Fixed bad durations on burn fuel process (hours, not minutes ;o)
Fixed BuildingView.GetMappingRenderer not working
Machine process cleanup, wrappers store various animation options
added small refinery to both harbors
fix for NRE when applying sign update after sign was destroyed
Fix missing silencer attach audioclip ref
Presumably fixed vending machines sometimes breaking when placed in doorways (RUST-1574)
Fixed viewmodel Z scale of 0.7 causing iron sight offset (bow + crossbow)
Automated Windows Build #635
Automated Linux DS Build #635
Automated Linux Build #635
MakeLuaNULLEntity forces userdata to use LC( Entity ) metatable
fixed spinner placement hovering
Fixed all throwable weapons referencing the aim point inside the bow prefab (!)
Fixed building data validation not ensuring that despoit interactions are always setup for buildings that require materials but not construction by units
Ambient improvements.
Map stuff.
Fixed buildings that require items or materials but not construction not having a construction state created on init
Fixed BuildingView renderer mapping references being cached in prefab data because I'm a stupid cunt