127,991 Commits over 4,109 Days - 1.30cph!
▄▊ █▇▉█▅█ ▉▅█▇▉▍▆▇ ▅▍▍▅▅▇▆▄ ▍▌▄▉▆, ▇▉▊ ▄▉▆█ ▍▅▉▄ ▌▊▋▋▊▋ █▅
q no longer closes vending machine admin panel
added small light to vm screen
▌▋█▆▄▋▊ █▆█▄█▊▋ ▆▅▍▋▊ ▇▌▍▉ (▉▍██▇█▆▌▍▄ ▆▋▍▊)
▇▌█▅▌▄▊ █▍▄▄▍▅ ▉▋▌▅▊ ▍▅▍▆▊▇▆ ▍▄▊▄ █▇▄ ▆█▉▍▆; ▅▍▍▍▅-▍██▇ ▇▋▄ ▅▌▊
properly detect player infront/behind of Vending Machine RUST-1553
re-instated wall.frame.shopfront.metal prefabs - Drawer item exchange shopfront
can rotate empty vending machines
Updated RustBuilder, project version
Fixed local player not skipped in vis testing
vending machine sounds are serverside (everyone can hear)
vending machine has busy panel while vending
can only access vending machine inventory from rear
cannot lock vending machines (can't be used as safe)
protocol++
added automatic door closer
vending machine requires construction layer under it
phrases
protocol++
VM screen cycles available items (super laggy/unoptimized wip)
thrown weapons/tools jam door closer
m92 worldmodel anim tweaks
m92 worldmodel shell ejection improvements
new 3rd person flamethrower animations
added reload animation for flamethrower worldmodel
added new 3rd person player crossbow animations
rigged up worldmodel crossbow to play reload animations
double shotgun 3rd person player animations
improved worldmodel animations for double shotgun
eoka 3rd person player animations
added code to play 3rd person flint strike animation for eoka pistol
3rd person pump shotgun animation tweaks
Fit navmesh build into world gen stuff
Fixed duplicate Profiler.EndSample
Fixed spawn command being unaware of some entities
Warn if SkinnedMeshCollision has no SkinnedMeshCollider
Set prefabID in OnValidate
Ai Collision
Fixed some missing behaviours
Spawn entity if 100 matching name
Added mesh cache (GC free access to vertices, triangles, ...)
Added mesh container (simplifies using pooled lists for mesh building)
Retired mesh combine extension methods (use mesh container instead)
Added threading to foliage, renderer and collider batching systems
Eliminated frame rate hiccups from all mesh batching
Reduced dynamic memory allocations from all mesh batching
Mesh batching threading / coroutine optimizations
Eliminated WaitForEndOfFrame allocation from Parallel.Coroutine
Component world model setup
Foliage system optimizations
Fridge deployable textures, model LODs, anims, Prefabs
Made Rust Editor less tabby
Can right click effect recycler to update life time, life time is shown on inspector
Added infinite ammo cheat to editor
Fridge icon, colliders. prefab update
ItemScreenshot scene update