201,882 Commits over 4,171 Days - 2.02cph!
Updated TOD, fixed a massive pooling but, other bugs.
Debug spawner fix
Entity destruction fix
metabolism changes, lose calories slightly slower when harvesting
Add sv_crazyphysics_wheels
Automated Linux Build #304
Automated Windows Build #304
Automated Linux DS Build #304
Fixed BasePlayer.OnSignal being able to NRE (which disconnects players)
Fixed Entity Setup not setting flags before init
TribeCreationManager calls Setup on PlayerTribe
* More GitHub/lua changes
Debug spawn fix, UnitCollection fix
Automated Windows Build #305
Automated Linux DS Build #305
Moar fiddling with confidence stuff.
* Disallowed removal or engine created panels ( You can still remove Lua created panels )
* Updated ~100 more spawnicons ( L4D spawnlist )
Automated Linux Build #306
Automated Windows Build #306
Automated Linux DS Build #306
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Automated Linux Build #307
Automated Windows Build #307
Automated Linux DS Build #307
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FOR FUCK SAKE scaled playership by 1.3
- Defaulted camera to 70 fov
wip powerline prefab tests
Fix for RUST-572 Ladder Hatch appears closed from short distance
Fix for RUST-503 - See through joining gap - armored floor/ceiling on low settings (LOD)
Added detail map to Furnace materials
Fix RUST-580 - Able to loot/kill and see players and some deployables underneath sheet metal floors
Added graphicsDeviceType to hardware info, so we can bucket based on dx9/dx11/opengl etc
- Reduced health of spikeys
TickModes added to EntityManager, re-instated a brute force tick of all entities for testing
Fixed budget tick not cycling through the tick phases correctly.
Tickrate gating in stats, effects and senses components