198,620 Commits over 4,140 Days - 2.00cph!
Fixed local player not skipped in vis testing
Updated RustBuilder, project version
Height now grants +10% hit and +10% block, Biterse can attack up/down again.
can rotate empty vending machines
adding in dirt hexes, done slope, straight, bend and y road. xroad to go, then maybe some bridge variants mocked up
reduced gunker health 4->3
Un hard-coded some stuff to make tweaking easier
Melee combat won't miss 100% of the time now.
re-instated wall.frame.shopfront.metal prefabs - Drawer item exchange shopfront
Combat now uses spreads rather than chance to hit for projectiles.
properly detect player infront/behind of Vending Machine RUST-1553
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q no longer closes vending machine admin panel
added small light to vm screen
Player singleton fuckeries
Tracker animator uses unscaled time
Fixed NRE in ItemDesire.Matches (Knowledge.CanFindItemForDesire must check dispensable types when evaluating dispenables)
FOR FUCK SAKE camera twaek
test: cooldowns removed, CP back to 5
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Pipe/debris/industrial fixtures asset tweaks
More graphics options cleanup
Enable post processing control for various effects
Cleaning up and fixing graphics option toggles
Bootstrap loading tweaks
Reduced some cooldowns to 2, reduced max CP to 4 from 5
Added PostProcessingController script to player/camera
ItemSetings ItemParameters fields should be initialized in their declaration
reverting island 0001 as I left some random building assets in there
Worker hp 4->3, Swapper hp 2->3
FOR FUCK SAKE tweak unit glow color
Switch to left click select / right click action controls. Swapper/worker prototype setup.
Explosives do all LOS checks before destroying any entities (RUST-1546)
CraggyIsland cave updates
Ceiling light prefab fixes (RUST-1523)