197,738 Commits over 4,140 Days - 1.99cph!
Containers can override their attachment point naming pattern
util.SpriteTrail no longer crashes the game if you do not give the material ".vmt" extension.
util.SpriteTrail no longer silently fails halfway through when not given a color.
[D11] Start of copying symbol files
Moved all of the per level content stuff
Slightly less crap walking controls
[D11] Wrapped input code in define to avoid generated code
[D11] Update Main Menu prefab
server will only broadcast player connected message to all clients when server population is less than a server define
Porting a few useful optimisations from senses job branch
Added better failure explinations for Unit.Items.TryPickUpItem
[D11] Main Menu buttons now animation position on transition state change
[D11] Network logging verbosity level set to sensible default on client, and supports command-line override too.
clothes as tanning unlocks
Actual fix for outline setup
Fix for unsafe LOD prefab creation. This means we'll need to fix the rig cache or something to allow skinned meshes to be streamed.
Fix for hooking up outline objects for streaming LODs
Fix for GameManifest-generate's client/server check
Fixed issue where destory queue is not being processed because of an early out.
fixed RoundFloatToInt / physgun snapping
[D11] Network logging improvements for the server. Introduced command-line managed verbosity levels.
Don't parent player model for NPCs and other players (same behaviour as the local player)
Fix for unlock_all not making all items available at the crafting station
[D11] Main Menu selection cursor now has an anchor point to accommodate resolution changes
NRE check in BasePath.
PlayerModel applies rotation in world space.
Improved behavior for NPCs on the custom A* pathfinder when they lose sight of player.
Tweaks to position setting for NPCs when they are parented / on Cargo Ship.
dispose of auth token when we're done with it.
basic spreading of client bot updates across frames.
bot connect button now creates and connects 500 clients instead of 10
increased max server client connections from 1k to 5k
Projectiles don't inherit parent velocity if hitscan
Improved client entity velocity estimate
TakeFromDispenser checks if we actually have an Items component
Disabled Create Hunting Party ability and made Talk To ability check if our target is disabled
Fix for RUST-205 - Players forced to jump to walk through middle cargo containers
Trying to only call OnPostDeserialize on NetworkEntityBehaviours when the mask matches them. Seems to work OK in basic testing.
setup basic interaction stuff on unit trophies prefab