252,189 Commits over 3,990 Days - 2.63cph!
Fix for crafting menu blueprints all showing wooden arrow description
Fix for UI notifications missing when reconnecting to a server after disconnecting
Replaced invoke with custom flag in door animator toggle (should fix RUST-835)
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Automated Linux DS Build #316
Automated Windows Build #316
Automated Linux Build #316
HTTP() no longer leaks request references and doesn't crash if the Lua state is destroyed
Automated Linux DS Build #315
FOR FUCK SAKE room prefab (fix doors)
Automated Windows Build #315
Automated Linux Build #315
Improve lua-state-destruction handling for async callbacks: serverlist library, steamworks library
FOR FUCK SAKE pipe rotor prefab
!A new pipe model
FOR FUCK SAKE rotorz database
Fixed human_attack length
Sketching in blackboard impl
DesireSelector draft
Selectors in BeforeEditor, DSE editor
Finished high level water shader refactor
FOR FUCK SAKE rotor pipe prefab tile system (almost usable but not quite yet~)
FOR FUCK SAKE rotorz database
Fixed servers re-checking stability after startup (no longer needed since it's loaded from save)
Limit shadow distance to 50 when cascades are disabled to prevent RUST-826
Added Selectors, plus templates
Moved all filtering functions into stat Filters class, re-organised folders a lot. Filtering is no longer semantically bound to Conditions
fixed a bug with the bandage viewmodel giving a warning
unwrapped all of beep truck
SpeedTree billboard shadow casting toggle editor tools
slightly increased starting calories
Mission feed is removed whilst waiting for players or in mission
Possible fix for server lag.
fixed fire doing less damage to other objects based on what surface it was sitting on
map costs 1 paper instead of 5
fixed not being able to bandage other players
minor emission scale changes
Added convar to toggle the shadow casting behaviour of the sun
Unified some bush prefab settings
Better handling of skill and tool requirement data through BehaviourPlanData
BPD gets passed into Behaviour on creation
Re-enabled atmospheric depth in scattering calculation (with better horizon fade than the last time)
Touched ocean and river shaders
Possible shit fix for ADS fuck up
Minor tweaks to GameUI, Warmth goal weight
Crafting now uses skills and applies skill gain.
Added delta update capability to protobuf lib
Ticks are delta'd
Added Rust.Data.Test
Fixed some decor prefabs missing from asset bundles
Greatly improved VariableReference performance and GC (used in VitalNote, VitalInfo, TextVariable etc.)
Updated player preview idle