199,610 Commits over 4,140 Days - 2.01cph!
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
fixed spinner wheel occlusion
Building data + editor fixes
Radial shows interactions from building addons
Toned down collision response, fixed keyboard reverse controls, added motion blur on boost
Machine processes check for dependencies on their Entity's parent
Handling the change of CharacterMotorState in the new ProtoBuf implementation from struct to class, meaning every Move call returned was now pointing to the same address. Creating a new move state for each call instead.
Temp override goes away if drug level one lower reaches addiction level 0
Added the base itemproducer. Need UI.
Interaction display handling improvements
Debug panel should only show active SmartObject Subscriptions
Merging in basic working drug system. No money is involved yet but drugs can be sold to NPCs and NPCs know what they want.