252,211 Commits over 3,990 Days - 2.63cph!
updated buildings to new spec, moved to new folder and renamed to be somewhat consistant with each other
Added material to testmap.
Fixed HumanView+IK NRE
Fixed UnitView.Unit NRE
Begone silly events
Player Model is now a prefab.
Prevent movement layer is included in AntiHack checks
Added InteractionPosition data warning to Building editor
Added Selector prefix label to DecisionLog
Building prefab collider tweaks
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baseline for water purifier/desalinator
fx_click_dirt and some stuff
instahit fix
can no longer codelock fish traps ( wow )
Automated Linux DS Build #331
Couple edit-mode more fixes
Automated Windows Build #331
Automated Linux Build #331
FreeImage materials/textures now refcount properly
Removed load-from-buffer code from FreeImage textures (it'd need a different approach to handle regeneration)
Improved quit to editor handling of when revz is enabled
Fixed fog seam on river to ocean transition; rivers too low tess for vertex fog
Optimized screen coord to frustum ray
Resource.Create() from entity tweak
UnitResource enabled by default and added to validation list stuff in UnitSettings
Basic implementation of AOE attacks and some improvements to targetting when multiple units are involved.
Unified CombatAbilityType and RangedAttackType and added an AOE type (not implemented yet).
Found an ingenious (i really mean dumb) way to allow runtime toggle for debug/testing; default off for now
Tested d3d11; d3d9 and gl need work before merge
Added prevent movement physics layer (similar to prevent building, just for movement)
player preview anim source updates
Revert mistaken prefab commit
Tribe creation scene fix/cleanup
DM NRE fix (no more child goals)
Fixed turret LOS check ignoring cave triggers
Vis.Colliders handles terrain triggers
Refactored joining mission
Added server configs
Fixed server projectiles (i.e. rockets) ignoring cave triggers
Fixed world models / ragdolls ignoring cave triggers
Lanterns can be placed on top of other deployables again (RUST-823)
1 person shelter for hunting or staying away from camp for a few nights
Tightened valid cupboard deployment angle
ValidBounds rejects positions that are NaN or infinity (RUST-864, maybe)
Dialed back hemp tint randomization
Reduced driftwood density
Wild corn & pumpkins always spawn next to rivers
Fixed plant skins missing from asset bundles