200,534 Commits over 4,140 Days - 2.02cph!
branched to start decoupling everything from a server for single player/modes
Made camera look ahead of truck slightly
removed unused moved/attacked variables from protobuf and references. More purging
Instancing all materials part 2
Updated render queue field and added instanced field to rust/std shader gui
Increasing navmesh bounds
Chicken doesn't use horse footsteps
Cleaned footsteps
Reduced animal mesh compression
Attack damage is a variable on the npc
Ai senses - memory filter (should fix ai not seeing players)
Ai should sense corpses too
Added different options for easier looting. Adding an item description.
Launch_site terrain setup
Backup/progress core
Disabling some VPK code that is hitting an infinite loop
Automated Linux Build #658
Automated Linux DS Build #658
Automated Windows Build #658
Rocket factory/interior progress
Fixed dark censorship (RUST-1625)
searchlight beam cherry pick
Fixed game object creation error in editor when stopping game
Added UpdateHandler and UpdateBehaviour (offer DeltaUpdate that can efficiently sleep for x seconds)
Optimized LightEx using DeltaUpdate (update rate now decreases smoothly with distance from camera)
Fix animal footstep sounds
Add new bear footsteps from a while back
Moved item decay boilerplate to a component
FOR FUCK SAKE more shader work
Changed players to use NPC visual styles.
Pulling all my fixes and stuff back into Main.
merge from main/footsteps2
merge from main/footsteps2
animal footstep import settings
Snappier interaction display
Stopped injuring yourself with your own car making you a criminal
Stop vehicles damaging characters at all at very low speeds. Makes them slightly (only slightly) less janky
FOR FUCK SAKE UI tweak/ wip intro
Moved car exit points further from the car. Might help getting hurt when exiting on laggy servers a bit.
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