194,186 Commits over 4,079 Days - 1.98cph!
Disabling animation on invisible players
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adjusted the deploy times on the pistol/revolver prefab so they match the animation
Oops, removing my spammy debug print
Disabling player eye code when in vehicles.
modified the deploy animations for the pistols/revolvers so they're much quicker
Had a little piss about with the building shader
You can draw a cock and people will walk around it
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More player drawing/waypoint stuff, SetDestination still potentially buggy due to array refactor
PlayerController drawing tweak
SetDestination uses an array of destinations (experimental)
not sure why but this is changed and they were gathering from bushes \o/
Added portacabin greyboxes
Correctly apply ambient multiplier at runtime
Truck cabin and truck trailer greybox models and prefabs
Workshop Skin Downloading, applying
Forgot to add size doubling in FixedArray when we GetEnd...
Enabled player model pooling by default (testing)
Only log gib warning if developer > 0
Reduced GC from gibs
- Increased interactaion range for now so I don't have to keep chasing after shit
FA now doubles it size using Array Resize.
Rebaked concrete barrier normal to work with wieghted vertex normals
Fix for RUST-1389 / Top of dome monument buildable
FixedArray will now dynamically increase it's dimension (by doubling its size) every time we run out of space. This only happens in non-unity-editor builds.
Camera now gets parented to ships
SkinId is ulong - network++
Fixed Item.WoodLog default interaction id being 0
Added Is Busy Building Something and Is Busy Crafting Something, that a unit can consider the current behaviour of another unit when making decisions.
A unit will not try to collaborate with someone that's busy doing something else (like building or crafting).
Behaviour.Tick/SimTick don't call Break when target entity is destroyed
Fixes to chat and game scene
Added extra hex prefab
Structure/Props folder cleanup
Human - Movement Mode slot set to Secondary, to mimick Common - Movement Mode.
Human - Movement Mode should probably be set to Movement Management DM type.
Added a Human - Movement Mode specific to humans, that takes thrown weapons into account for movement speed.