194,127 Commits over 4,079 Days - 1.98cph!
Minor stats refactoring/util
Fixed pumpkin stacking (RUST-1450)
Changed pool.mode default value to 2 for faster game object pooling (testing)
Fixed nametag issue with pool.mode set to 2
Fixed layers on two trees
Split the harbor crane into two parts.
Some more generic cleanup of Sessions.
Moved generic save/load handling of sessions into Session.
Made nested persisted package for Sessions.
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Working on some player collision forces. Pretty broken at the moment.
Improved vehicle movement/interpolation issues when they first activate. Not perfect but good enough.
put back a SetAge that is probably needed.
removed scaling data from aging persistence
Updated and cleaned layout
Added support for 8 material types
Fixed speedtree shader
Moved Aging stuff from UnitManager into the appropriate component.
Added Aging component persistence.
Removed unused birthTime field in Unit.Aging
SmartObject persistent boilerplate
Fixed issues with how bullets work:
- Tigger colliders used to stop bullets. Not anymore.
- Shooting from too close to someone used to ignore and shoot past them. Not anymore.
Just need Paul's car collider update as well to make shooting car passengers work perfectly.
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Fixed wearables constructor
3rd person player anim change: straightened out the head when holding a pistol
fixed silencer offset on revolver worldmodel
Added IUnit, generics pattern for data persistence types
Beard/hair mesh persistence
Fixed hair color persistence
Fixed bad component loading by type name instead of data type
revolver once again accepts silencers
revolver semi-auto refire time reduced( same as p250)
revolver damage nerfed 5%
revolver aimcone slightly increased
revolver cost drastically reduced
water purifier runs twice as fast
salvaged tools have far higher durability
mace has larger attack radius (easier to hit)
crossbow way cheaper
codelock no longer requires wood
furnace gives more comfort
furnace actually emits light once again
protocol++
EC load in constructor when data is available
More Save/Load plumbing
Effects save/load test
More EC refactoring
Cherry picked mesh decal lighting fix
SaveLoad.TypeModel Quaternion fix
PersistedSessionData saves player transform data
Fixed mesh decal lighting
Big EntityComponent refactoring, a bunch of other shit
Cherry picked latest shader changes from main
added blend with R to terrain blend shader to give dens shading while keeping blending with terrain
Ship/player death and respawn WIP
Cinder blocks texture set
Warehouse models WIP