240,945 Commits over 3,867 Days - 2.60cph!
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
Bears no longer turn into logs when they die.
Added hacky as fuck filtering for AssetEnumAttribute/Drawer
added truck animation to scene
Fixed revz loading in DX9 broken (RUST-907)
Cleaned up reverse depth code a bit
accidently left bool flag on
Added Fleeing flag and tweak fleeing related behaviour a bit.
Projectile entity distance verification takes entity speed into account instead of always assuming the worst-case (i.e. helicopter)
isCarryingLTorch and isCarryingRTorch bools setup with left and right hand animation mask layers
improved boar/warthog run/walk animstions a bit
Fixed projector multiply decal shader compilation errors
Nuked image outline shader; wasn't compiling / up-to-date
Automated Linux DS Build #342
▋ ▇▇▌▋▋▋▌▍ ▅▉
!▊ ▄▅▋▄▅▆▉ ▇▌▊▊▊▄ █▌▌▉ ▉▌▇▊▋▋▉▄▅█ ▋▍▇▉▆█▊▅▄ ▄▆██▊▇
!▇ ▄▋▋▋▇▌▌▇█▆ ▅▄▆█▅▄▄▌▌ ██▅▇▅▇
Automated Windows Build #342
Automated Linux Build #342
Attempted to accurately port the fleeing calculation from the spreadsheet.
Disable queued decals & post-processing
CMaterialSystem::AllowThreading changes from upstream