198,617 Commits over 4,140 Days - 2.00cph!
Ai should not walk through barricades
grab move on follow camera
Fixed options menu dropdowns (by making them not dropdowns)
working up UI concepts, created default_screen, need to cut up
RUST-1655 - IndexOutOfRangeException - Spatial.Grid
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T2 Furnace deeper foundations
Updated prefabs
Generating extents
Fixed spinner wheel skinnablility
Hacky building interaction ownership system
Don't log "Failed to create agent because it is not close enough to the NavMesh" warnings
Moved desire creation params to BehaviourChain wrapper
Follow camera offset clamp fuckery
combined all invididual SendToClient (for both players) calls into SendToClients to centralise
Follow camera offset fiddling, still shit
Better / fixed pooling for GetVisibleFrom
changed values to make human turning a bit smoother
optimised animationrootmotion.cs slightly
bear root motion fix and also make sure attacks finish before starting the next one
Separated all Messenger.Send calls to Messenger.SendToHost/SendToClient
finished hiding all networkmanager sends behind new Messenger
Biter health reduced 6->5, movement 4->3
Ragdolls now handle explosion and other hit forces as well.
Ragdolls inherit velocity of vehicle hits from the server. Adjusted vehicle->character hit forces. Also renamed PlayerHealth to CharacterHealth since NPCs use it as well.
NPCs now using the new fake trigger collision system that players use. No more real physics collisions from NPCs. Also added a little more support for NPCs in vehicles at some point.
Vehicle hit force mod, and also fixed player getting hurt FX when jumping around on stationary vehicles.
Merging in the latest from Main.
Fixed init order for characters that are already in vehicles when a new client joins. Fixes character sitting at the wrong angle.
FOR FUCK SAKE cleanup removing unused post effect
FOR FUCK SAKE camera post process