241,276 Commits over 3,867 Days - 2.60cph!

8 Years Ago
Save
8 Years Ago
AI tweaks, building placement state fix
8 Years Ago
Procmap stuff
8 Years Ago
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8 Years Ago
AI data
8 Years Ago
DecisionMakerTypes integrated through game systems data and editor Started cleaning up various AI modules (building, crafting, shelter) Added Common Movement AI module on secondary DM and GPV slot Added human item management module on secondary DM Fixed issues with building placement views not grabbing biome library materials
8 Years Ago
Started attempt at grabbing grass data for grass grid.
8 Years Ago
backup time
8 Years Ago
Increased the powerplant bottom part draw distance
8 Years Ago
NRE Fix when biome/topology map aren't available
8 Years Ago
Removing gather diminishing from others, max 2 xp - you'll get it all sooner
8 Years Ago
xp earned from bandaging/syringing other players (max 1.0 per user) xp earned if someone else self heals with your bandage/syringe shortened bandage other duration
8 Years Ago
- quick SwipeCity mockup idea
8 Years Ago
halfed or more crafting time for explosives and gunpowder armored door is available at level 17 (was 20)
8 Years Ago
Craft time import fix
8 Years Ago
Hopefully fixed Influence Map projector not correctly showing different sized grids
8 Years Ago
Added a null check
8 Years Ago
Fixed some player controll building placement issues
8 Years Ago
IM debug tweaks, moved DM types enum to file
8 Years Ago
Agent and DecisionMaker cleanup, added DecisionMakerTypes, renamed old enum to DecisionMakerClasses Moved influence map debugging update routine to DebugToolsObject and made it listen to the IM component manager event rather than updating every frame Building placement no longer creates an actual Entity Renamed DecisionMakerTypes -> DecisionMakerClass
8 Years Ago
Influence Maps now use a more generic approach
8 Years Ago
fixed the multi materials on the double barrel shotgun viewmodel
8 Years Ago
Updated bomb mission
8 Years Ago
- More
8 Years Ago
satchel charge exhibits beancan behaviour (duds etc) beancan grenades slightly more expensive c4 sulfur cost reduced by 20%
8 Years Ago
Added hurt admin console command (takes amount of damage as parameter) Bleeding is displayed as total damage that will be applied over the bleeding duration Bleeding rate is 20 damage per minute Bleed causing weapons add 20 bleeding per 100 damage that was dealt
8 Years Ago
fixed explosive rounds dealing almost double explosive damage
8 Years Ago
bush small 2
8 Years Ago
small tree
8 Years Ago
Save game branch
8 Years Ago
Added influence map settings to Fuel To Effect machine process.
8 Years Ago
Building blocks can be rotated with R as well
8 Years Ago
fixed limp anim sliding
8 Years Ago
Fixed rock box stacking exploits (RUST-1145)
8 Years Ago
skinning sfx added to anim
8 Years Ago
Project save
8 Years Ago
Stats and Effects component types renamed for consistency (dropped the Components suffix) Reimported stats data
8 Years Ago
stab and stone sfx added to anims
8 Years Ago
Cleaned up Agent.TrySetCurrentGoalPlanVariant and made sure player goals are always respected
bot
8 Years Ago
Automated Windows Build
8 Years Ago
Fixed grenade viewmodel sometimes getting stuck in throwing animation (RUST-603)
8 Years Ago
Fixed high external walls/gates being placeable in foundations (RUST-41)
8 Years Ago
added satchel charge protocol++
8 Years Ago
bunch of stuff
8 Years Ago
Refactored some grid stuff and added heat and grass influence maps
8 Years Ago
FOR FUCK SAKE graphic setting added missing included shader
8 Years Ago
FOR FUCK SAKE rebuild factory room prefab FOR FUCK SAKE file cleaning
8 Years Ago
halved crafting time for ladder, bed, campfire, ceiling light, cupboard, bow, crossbow
8 Years Ago
FOR FUCK SAKE fix environment shader
8 Years Ago
FOR FUCK SAKE rebuild scenes lighting for new unity version FOR FUCK SAKE rebuild shaderforge material FOR FUCK SAKE removed shadow on enemy and player particle FOR FUCK SAKE fix room spawning the wrong gate and rebuild prefab/room