255,077 Commits over 3,990 Days - 2.66cph!
added gibs to the vending machine
Let's display the editor error when considerations list is not expanded too.
layout updates on some cave rooms
Modifications to a timber mine tunnel block
Need to be able to test the caves for now underwater
changes to vending machine
Added padding to environment volumes to fix tiny gaps when placed by hand
Merged lighthouse fixes from dungeon_art_3
Stricter flyhack detection (RUST-1320)
Fixed players appearing with wrong name tag (RUST-1331)
Added collider_capacity and renderer_capacity convars (limit the vertex count of collider and renderer batches)
manifest
manifest compile fix
Autoturret can now only hold 556 ammo instead of any item
Erased all traces of the old garbage bone armor
phrases/loot/manifest
protocol++
merge into main
Autoturret can now only hold 556 ammo instead of any item
Erased all traces of the old garbage bone armor
phrases/loot/manifest
protocol++
merge into main
Autoturret can now only hold 556 ammo instead of any item
Erased all traces of the old garbage bone armor
phrases/loot/manifest
protocol++
Added Recycler
Added Recycler as public works to most monuments
added rope
added ducttape
added gears
added tech parts
added tarp
added bleach
Moved some vehicle code from Cars to general Vehicles
Vehicle interaction fixes
Added some temp character movement back in just for testing in this branch.
Added a new way of finding the radius of a unit collection that first finds the Bounds of the collection, then use that to get the radius via extents magnitude.
lod2 updated and prefabbed objects
Fixed river overlap-related reflection issues (RUST-1330)
Tweaked shore alpha fade water material params; touched relevant water shaders
GoalPlan momentum tick is now on game minute, not sim tick, managed by AgentComponentSystem.
Debug rejigging
Added new industrial props
AI Designer no longer displays GoalPlan list in Goal editor
DSE data zero consideration validation/flag
Fixed lighthouse LOD gaps
Relying on assumption of perception data keys in Senses test routines because performance maybe ;x
Senses raycast origin, grid position and distance check origin uses collection when Unit is Senses elect
people can't become tired when asleep
Knowledge fuckery and entity debug tab improvement.
Cleaning up unit collection assets and data, all animal collections now used deferred Senses
Activated water vis trigger in edit mode only, for testing purposes
Fixed tick collision issue properly