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Include entity name when logging "entity too far away"
Ignore projectiles from stalled players without handing out violations
changed to
OnAnimationEvent
CombatHit
Updated "Find Materials Using Shader" tool
Switched all materials using "Legacy Shaders/Diffuse" to barebones rust/std (mostly third party, fixes revz for all)
additive (getting)hit anims and first attempt at adding blood to the (getting)hit animation added back trigger hit in combat.cs with help from seb added onhitevent to unitview to play blood effect
Added basic temp frontend
Moved reverse depth code to a separate component
Fixed revz not working on player preview
Probable poolable deletion bug fix
Removed redundant multi_compile causing errors in some shaders
Fixed black grass on legacyGL + lod<300, possibly others
FOR FUCK SAKE wip lighting prefab
fixed UV maps on the playermodel
Automated Linux DS Build #335
Automated Windows Build #335
Automated Linux Build #335
Clear RopeManager before the materialsystem is gone (stops game hanging when closed)
Fixed billboards in d3d9 again (RUST-682)
Fixed missing decals
Fixed revz darkening environment
Fixed positioning of balls.
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Automated Linux DS Build #7
Fixed issue with graphics.revz not being set, causing rendering problems
Automated Windows Build #7
flip screen position for negative z on tracker widget
Merge SteamP2P changes
Merge fixes to SWEP reloading
Merge fixes to file.Find ordering
Merge fixes to delta updates for non-existent entities
Automated Linux DS Build #334
Automated Windows Build #334
All groups create views
Grass is back, say goodbye to sticks and rocks
Automated Linux Build #334
Gracefully handle delta updates of entities that don't exist on the client rather than disconnecting
Dispenser interactions don't record tool type data in BehaviourPlanData if the value is None
Doors reset campfire decay
Reverted
14657 (RUST-842)