199,579 Commits over 4,140 Days - 2.01cph!
creating new test collision
Fixed some foreach usage with PooledList
Added unit tests to PooledList, they all pass.
Merged refactored FixedArray (now PooledList) from branch to main.
BuildingVIew NRE fixed
TribeStartArea campfire creation optional
fuel to effect settings tidy up
Reworked Pool a little bit to make it more consistent with PooledList.
Wrote a unit test for Pool
Removed the requirement for NUnit using directive in PooledList, that releases doesn't get confused.
Moved PooledList into Utility/Pool folder.
Removed Before.Utilities namespace, that Pool and GameObjectPool now lives directly under the Before namespace.
Fixed BuildingView.Start interfering with loading of building construction state visuals
Removed hacky Tribe.HomeFire crap, related selector
fixed a bug with the wrong f/x being played when silencer attached
UI hotspots are only active when their parent screen is also active
Debug spawned items spawn a little above ground to prevent them falling through
added test arena 3 with collision wall test
Fixed BuildingView renderer mapping references being cached in prefab data because I'm a stupid cunt
Fixed buildings that require items or materials but not construction not having a construction state created on init
Ambient improvements.
Map stuff.
Fixed building data validation not ensuring that despoit interactions are always setup for buildings that require materials but not construction by units
Fixed all throwable weapons referencing the aim point inside the bow prefab (!)
fixed spinner placement hovering
MakeLuaNULLEntity forces userdata to use LC( Entity ) metatable
Automated Linux Build #635
Automated Linux DS Build #635
Automated Windows Build #635
Fixed viewmodel Z scale of 0.7 causing iron sight offset (bow + crossbow)
Presumably fixed vending machines sometimes breaking when placed in doorways (RUST-1574)
Fix missing silencer attach audioclip ref
fix for NRE when applying sign update after sign was destroyed
added small refinery to both harbors
Machine process cleanup, wrappers store various animation options
Fixed BuildingView.GetMappingRenderer not working
Fixed bad durations on burn fuel process (hours, not minutes ;o)
FOR FUCK SAKE wip unit panel
FOR FUCK SAKE unit icons stuff
FOR FUCK SAKE fix scene removing temp prefab
Fixed editor-only black or glowing water artifacts at certain resolutions
Removed redundant potential hw mip generation on some render textures
Render texture script api call changes for forward compatibility
SmartObject interaction positions can be used by blocking units when trying to subscribe
Various tweaks to fire related AI
WIP building addons via radial menu