199,504 Commits over 4,140 Days - 2.01cph!
map editor basic terrain functionality
Waterpipe shotgun world model re-creation
hooked up all bed spawning stuff. Needs testing.
Working on rewriting FixedArray into PooledList.
Effect recycling optimizations (greatly improved frame rate under continuous gunfire)
Added drag start/end events to MouseInput. Dragging now sets all tiles to the height of first click
Attempted fix for bad saved data schemas causing errors.
Building persistence improvements.
possible fix for respawn bug.
GameManager.GetLastSaveName never returns null
UnitVIew NRE catch
Viewmodel transform caching (more optimizations for sustained gunfire)
Refactored Fixed Array and renamed it to PooledList.
Replaced usage of Fixed Array creation with the new more convenient PooledListUtil creation methods.
In some places we now use List instead of FixedArray/PooledList.
Removed IEnumerable from PooledList, because it was encourraging bad usage ( gc'ing foreach usage ).
Also added GetActiveRange() to PooledList, that returns the range from 0 to Count in the internal list, for usage with AddRange externally.
Removed unused functions from PooledList. It was doing too much weird shit that wasn't being used anyway. Let's keep this class more focused now.
heavy plate armor no longer provides insane radiation protection
created prefabs of hex blocks
Building construction state now persists visually.
fixed m249 animation glitch when deploying / firing gun ( at low FPS )
skin approval
pumpkin has 1 season
profiling
potential fix for errant explosive rockets from helicopter
Fixed footsteps SFX not audible till near player (RUST-1595)
Removed broken glass cube from craggy's
Fixed spinner wheel canvas material (RUST-1588); patched shader to use black/clear as default
spinner functionality
protocol++
manifest
phrases
Actual patched StandardWithDecal shader to use black/clear as default
can very, very rarely find supply signals in green military crates
workshop item icons + Rust.Workshop Build
▊▅▉█▄▋ ▄▆█▅ ▅▄▌▆▆ ▄█▉ ▌▍▄▌▇▇