224,693 Commits over 3,714 Days - 2.52cph!
Tile fall is now every 4 rounds, starting at round 8
Tool to ItemComponent, added durability data
FOR FUCK SAKE fix tile highlight stuff
Left clicking any tile now "cancels" (enters unit selection mode)
Wearable and Weapon to ItemComponents
FOR FUCK SAKE more shader conversion
FOR FUCK SAKE tile texture stuff to remove soeme crappy compression
Can now leave a mission before it starts
MachineProcess start/stop cleanup
searchlight beam improvements
unhid alleyway building on hex 8
Simple sight world model lod updates
Stripped a missing script from UI scene (console input field)
Stripped a missing camera component from some nested cameras
Fixed a bunch of missing script behaviours (RUST-1633 and RUST-1628)
Optimized sound / particle parent disconnects
fixed nav points so they all link up correctly
Added InvokeRandomized (like InvokeRepeating but randomizes the interval on every consecutive call)
Replaced Facepunch.Tick with InvokeHandler calls for now (perf, especially when removing)
added nav_points to hex blocks
Forcefully refresh terrain collider after setting the height map (fixes raycast issues with terrain)
Fixed server browser list scrollbar
added alleyway buildings and removed (unticked) all now hidden fences and barriers etc
this.this.this.this.this.this.this.
Improved the unified inventory. Removed the need for the separate PlayableCharacter.IItemRequestReceiver with its own separate system.