191,110 Commits over 4,049 Days - 1.97cph!

7 Years Ago
merge into main
7 Years Ago
protocol++
7 Years Ago
merge from main
7 Years Ago
skin approval
7 Years Ago
Fixed animals not waking up
7 Years Ago
compound bow vm source
7 Years Ago
removed coach headset prefab and moved over to coach cap. fixed backfaced star on army cap. removed fly particle effect from dunce cap. added 3 colour variations for most hats
7 Years Ago
Updated RustNative
7 Years Ago
Merge from bandit_town
7 Years Ago
Merge from main
7 Years Ago
Merge from procgen_native
7 Years Ago
Merge from main
7 Years Ago
Added native monument biome transfer Backup of some irrelevant changes that can go live this month (rest in shelves)
7 Years Ago
Added rigged world compound bow Fixed arrowheads on viewmodel Added rigged model to entity reduced spec level on material
7 Years Ago
Downloading workshop items when joining servers now deletes the useless .compressed files that waste space
7 Years Ago
null check in GoToSmartObject
7 Years Ago
Forgot to check in a change.
7 Years Ago
Game mode trigger changed for game mode. Uses a score limit.
7 Years Ago
testing + and - buttons on crafting widget directly assigning and removing orders. removed superfluous adding of order to list that was causing the orders to exist twice.
7 Years Ago
Bandit town Scene2Prefab (ai prefab changed).
7 Years Ago
more WIP on Bandit guard AI.
7 Years Ago
upload srcds probably
7 Years Ago
Null check in CraftingOrderElement. Tree should assign the player commanded status to the trunk now.
7 Years Ago
populations scale tweaks
7 Years Ago
progress backup
7 Years Ago
underwater plants movement tweaks
7 Years Ago
Player spawns are no longer random
7 Years Ago
Underwater foliage spawn files/properties
7 Years Ago
updated script to remove colliders from lods
7 Years Ago
Actual fix to triggers that aren't linked to effects.
7 Years Ago
Underwater plant art files (models/textures/mats)
7 Years Ago
Removed a gang, moved doll spawns.
7 Years Ago
Mouse hidden on death screen
7 Years Ago
Dispensables now have a min and max starting quantity. Stick piles start with 1-4 sticks
7 Years Ago
Composter gibs
7 Years Ago
Unified various popup windows so that they're consistently tied to the notification feed GameEventManager has removal buffer, fixes IOEs when playing event that end instantly
7 Years Ago
in OnPreprocessModel set importer.importVisibility = false
7 Years Ago
enabled hidden meshes
7 Years Ago
stickpile has max sticks 5 & starting quanity 3
7 Years Ago
compound bow functionality
7 Years Ago
Removed a smaller allocation PooledList was doing that isn't relevant anymore
7 Years Ago
Added Settlement Has Enough Housing need
7 Years Ago
Make PooledList<T> use FP.System's pooling so it wont allocate as much
7 Years Ago
Workaround for triggers never getting triggered if they aren't used by any effects
7 Years Ago
Spit cost upped to 20 sticks so constructing it is vaguely some sort of achievement
7 Years Ago
Editor NRE fix
7 Years Ago
Added back housing need but reworded to indicate that it's optional. Moved it to level 2.
7 Years Ago
Settlement Desirability NRE fix