225,850 Commits over 3,714 Days - 2.53cph!
chagned hand positions in happy anim
Water splash fx material uses lit alpha blend shader
Spawner component refactoring/cleanup. Added align to normal, layermask support.
Added more options for GetGroundHeight/Normal to VectorUtility
DataEditor becomes DataBrowser
DebugTools lock selection button
RUST-1146 - Fixed invisible helicopter gibs if destroyed outside of network range
Old Mine set, final meshes LODs and Colliders, ready to place prefabs
Misc & military tunnel update
Updated scenes, stoped decal allocation on server
NRE - ViewmodelAttachment.OnDisable (weapon with attachments into research table) RUST-1244 fixed
lr300 iron sights made accurate
CanPerceiveUnitsSettings implements Evalute(entity, blackboard) overload
GoalPlanVariant.SimTick returns if IsActive == false
CanPerceiveUnitsSettings switches on the Unit type instead of if/else
Expose SensesParameters.LayerMask, Senses pulls directly from data instead of caching
Hopefully fixed NRE when attempting to join a no longer existing collection
Changed mission list to show large or small icons
Disabled stunts
Disabled TOD
More stats refactoring.
Added IStat, as base Stat uses generics for definition type
Current Stat cap modifier is held by Stat.ActiveCapModifier in place of the IsCapped bool from previous iteration
crying anims to the crying emote
Trainyard - fixed the holes in terrain sometimes happening near large basin
Collectable pickup sunds for mushrooms, stones, and stumps
Research table sounds
More sound tweaks & polish
FOR FUCK SAKE player prefab hit adding shield
FOR FUCK SAKE fix water particle, rebuilt tile/room prefab
FOR FUCK SAKE particle file cleaning
lr300 spawn tables
lr300 balance
beds are actually pickupable again
fixed player twitching into sleep anim when he jumps in / out of the water
tweaked the materials for all of the weapon addons and the m249 (they look more metallic now)
Set sound modulator value to 1 when fetching new modulators from the pool
RUST-1250: Sound pooling fixes (hopefully.. can't reproduce in editor yet)
Disabled pool.players by default again (more testing)
Fixed distorted water reflections in rivers (RUST-1248)
Only wooden boxes and large wooden boxes are pooled, not all entities that inherit from StorageContainer
Eliminated hasEntityMenu computation from ClientInit (slow)
Disabled entity pooling on furnaces + campfires for now (VFX stuck)
Enabled entity and player pooling by default on 64bit systems
ItemIcon NRE fix (for real)
Needs and Vitals share a common base type, RangedStat
Fixed stats being simulated when they shouldn't have been (bad editor)
Added a missing script to the dungeon cam to render decals
Clear LOD group when clearing player mesh (should fix duplicate LOD group warning with player pooling enabled)
removed sticky gizmos from tunnels prefabs triggers