199,339 Commits over 4,140 Days - 2.01cph!
Military tunnel topology tweak (RUST-1516, RUST-1580)
Always enable prefab pool / prefab info debug modes in the editor
Disabled lighthouse doors temporarily
Doubled floor spike health (meh, I know)
quick fix for additive anims breaking
Added Influence debug panel
Fixed Obersvation AI break condition loop
Fixed errors in GoalSettingsEditor with multiple objects selected
Cherry picking recent code changes
Disabled Influence comment on various weapons
Scared effect no longer pops notifications
Various territorial AI tweaks
Rocket factory / new walkway layout and puzzles
Fixed bad debug flag in DebugToolTabSettings
Added Morale debug panel
Nobuild zone tweaks & other small stuff
Lift_no_doors prefab/anim controller
Let's use invariant string culture when auto renaming stat measurement triggers
Restored light fume particle effect material
some fixes on the rocket_crane type lift
replaced lifts inside factory with door-less version so we can jump in and out while in movement
Working out a framework for running missions, somewhat based on Bill's original work
Attach mission instance to the player that's doing it. Don't think the Mission Manager actually has to care what missions are active. There is some chance of double-ups if missions have no central controller but this can be handled by careful success/failure states (if someone else completes your hit mission you'll still "win" it).
Maybe I'll put it into the right branch.
Add ability to limit voice counts for individual sounds globally
Global voice limiting on bullet impacts (shotgun trap perf fix)
Add shotgun trap sounds
applied new recoil etc to most weapons and balanced them
added uniform shake effect to guns
manifest, recoilcomp convar
merge into main
pump shotgun costs 5 less hqm
merge into main
pump shotgun costs 5 less hqm
Camera fix, getting settings back to how they were
skin approval
skin icons
missing file (compile)
thompson 10 hqm cheaper
ak47 has 50% more durability
lift animation controller for 12,18,21 meters, updated lift prefabs individually in the factory shafts
Restored stone world model material (was referencing stuff from the old Hapis tunnels)