198,627 Commits over 4,140 Days - 2.00cph!
RUST-1661 - Shooting through/under stone doorway fixed
fixed wrong blend mode on high wall wood
Fixed campfire not taking fuel
Fixed portraits for disabled/dead units matching rotation of ragolls
Unit animation disabled after death
Pause time during building placement
Merge from attachments branch
Attachable book keeping, events
Fixed player controller issues
Automated Windows Build #684
Automated Linux DS Build #684
Automated Linux Build #684
Don't save r_eye* convars over sessions
Better dead people tooltips
Fixed player controller not clearing radial command buffers properly
Entity description only runs through enabled components
TickableEntity only ticks enabled components
More player controller crap
PlayerController supports smartobjects on units
Cleaned up DSE utility EvaluateConditions method so that we correctly set the "hide from UI" out bool when we don't get our desired result
Automated Windows Build #683
Human + deer corpse data, butcher skill def
More compatibility with Awesomium, default web pages to 512x512 and ignore OnSizeChange of 0x0
Attachable, SmartObject and Dispenser are default components for all Units
Units no longer create items to represent their carcass upon death. Refactored all the things. (WIP)
Automated Windows Build #682
Automated Linux Build #682
Viewmodels can no longer have a negative FOV when zooming in
Automated Windows Build #681
Automated Linux DS Build #681
Automated Linux Build #681
Added a second parameter to WeaponEquip - the player
Removed attachable functionality from Items and put it in the Attachable EntityComponent
OnValidate for porting PhysicalParameters to AttachableParameters
Merge from main
Item settings editor cleanup
Added classes for an Attachable Component
Automated Windows Build #680
Automated Linux DS Build #680
Automated Linux Build #680
merge /main/chromium, probably builds
Remove window.print on V8 context creation
UnitAttachments support for attaching all Entities WIP
Cleanup
No more blocking code when destroying Chromium panel
Chromium panel creation is non-blocking
CEF runs in its own thread - lots of cleanup to do
Fixed PersistedEntityData missing a ProtoInclude for Hint.PersistedHintData