198,884 Commits over 4,140 Days - 2.00cph!
added shaderforge to foliage project.
rebuilt foliage prefabs
created new materials from lost ones
checked everything has correct name and material
Stat tweaks and balancing systems.
NPC stats hover UI update. New system for multiple drugs basically working.
Working on buying systems
Big changes to addiction stats to handle multiple drugs, unlocking new types etc. May still change further.
Added ping display to network info screen. Also ignoring project *.user files.
added profiler hook and clarified some comments on unit selection raycast code.
Fixed NRE in Building.RequiresItem
Removed BuildingStates enum & concept of states from Building
Constructable buildings have a usability threshold, so that buildings can be used (e.g. shelters) before being fully complete
Interactions can define whether the smartobject's parent entity must be flagged IsUsable for them to be enabled
Added BaseEntity.IsUsable flag
WIP building construction state persistence
getting ready netting wall frame
Automated Windows Build #628
Automated Linux DS Build #628
Automated Linux Build #628
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Branch for Matt's tree changes.
Automated Windows Build #627
Removed ILuaInterface::ThreadLock/ThreadUnlock, ILuaInterface::SetupInfiniteLoopProtection
Removed GMMODULE definition, GLua namespace
Added ILuaBase::SetState
ILuaInterface::PushColor/GetColor use Color class instead of LuaColor
A bunch of cleaning between ILuaInterface/ILuaBase
Automated Linux Build #627
GM:RenderScreenspaceEffects will no longer be called with ViewData.dopostprocess set to false
made foliage deferred and tidied up assets
fixed tooltips not going away
Fix for RUST-1590 - Locker placement difficult
Ak47 world model uv fixes
fixes, splats adjustments
Fixed NRE in PlayerController.HandleWorldInteraction
airfield underground sewer and bunker network WIP
PlayerController cleanup, role defs save