221,871 Commits over 3,653 Days - 2.53cph!
Exposed EntityManager budget to inspector
DecisionLogGroup fix
Adding method for reflection events
Updated Hatchet throw source
Profile hooks for Agent debug
Only selected agent generates log data by default
created city hex blocks max and exported fbx
atmos edit and hunting loop added
Decision logger group improvements
Death flag fix
Entity selection improved in AI Debugger
Decision logger grouping by DSE log id and decision plan equality
Units in combat should now look at their target (not really tested yet due to some other issues).
Fixed entity leak at world origin that could lead to huge performance drops / server join times (RUST-749, RUST-776, RUST-909)
Removed redundant NetworkChannel
Logs can now be chopped into big sticks
Debug tool entity selection drop down replaeced with button + GenericMenu with categories
Renamed Client and Server
Placed everything inside Facepunch.BNet namespace.
Switched material type
Optimised decal test
Added preview to truck painter
fixed beep truck rear multiple materials issue and rebuilt lod0 prefab
Made some logs more detailed to provide more info for server owners
Added projectile_desync convar (specifies max allowed client desync before projectiles are ignored)
Added a gate for potential duplicate invokations of OnChainBreak event due to UML-revealing loop in the API.
Network bug fixes and issues.
Stat minipulation fixes, scaled properly with tickrate. Real world values in editor
Fxied Death effect not found by UnitManager
Target moving out of appropriate distance for attacking should now trigger combat interruption.
Fixed target death event not being unsubscribed properly.
Continued work on combat cancelling
Bow is no longer wearable
Fixed DataEditor not creating assets with correct paths
Prepping for attachment point blocking
Reserve subscriptions for smart object interactions, that decision making and actions can go hand in hand a little better.
Combat component should now correctly listen for target death and fire animation cancel event accordingly.
Fixed SavasIsland tier 1 loot crate
Stat.ChangeCurrentValue cast fix
Stat change % support.
Stats and Effects tick at the same rate as all other systems, instead we scale values based on tick rate.
All Stat minipulation values are now PER GAME MINUTE.
Fixed water going nuts after alt+enter
Fixed water foam disappearing/reappearing after alt+enter
Increased water smoothness a bit
Increased physics buffer size
Warn when physics buffers get too small