257,740 Commits over 4,049 Days - 2.65cph!
Wall frame building shell protection
fixed wall frame having lower health than doors
Attempt at fixing glsl eye adaptation shader on 5.3.2p1
fixed silencer and other attachments being visible while scoped
female has eyes and noses from male
animals have export script changed, it gets the velocity from a bone called speed and if its above 0 changes the fps so velicity is 2meters per second
human male has new nose and materials changed on items to something proper
can see mouth in all beards
animals have movement anims at 2meters per second so fits with generic movement controller
update human item materials
updated mammoth colour on animal colour atlas
fast walk for mammoth(its rubbish)
Fixed deferred path to support deferred materials
Finished standard metallic and skin (spec)
Tweaked mouth PSD and material
Added Intelligence stat
whoops, this was meant to be the last checkin
- Ability and powerup booster effects now activate
- Booster WIP stuff and playership scene rebuild
Chainlink fences ready to place prefabs
Powerplant dressing update
Finished standard-specular; second stage
Moved everything around a lot
Boar obj
dungeons modular chainlink fences models and LODs
- Dropped weapons now have an effect
- Rebuilt player prefabs
Foundation deploy volume update for RUST-457
I'm feeling lucky: GamePhysics.CheckOBB now uses Unity's new Physics.CheckBox
Automated Linux DS Build #173
First stage bloom replacement; aiming for temporal and spatial stability
Automated Windows Build #173
- Added starter booster to starter equipment
- Starter equipment items are now excluded from loot selection
Automated Linux Build #173
- Item definitions can now have an effect prefab ref that gets linked to the weapon model
Let game.KickID take SteamID as well as UniqueID in first parameter
Automated Linux Build #172
Merged functionality of RunString/RunStringEx
Added game.GetIPAddress
Added game.KickID
Lua kick reasons can no longer be language strings
Home/End keys now work in Windows SRCDS consoles
Opening the chatbox while it is invisible/disabled no longer changes player view angles
Chatbox entry max char count is now correct (126)
TextEntry:OnTextChanged is now called after undo operation
Increased sleeping bag nobuild volume height
Got rid of legacy sleeping bag prefab
Tightened allwed ground deployment angle of shelves
- New lives start with 2 bonus nuts instead of 1
- Projectile hits of matching alignments are ignored
Fixed the tornado of confusion that appears to have occured in the animal footstep folders
Fence protection properties (currently defined per-entity which is a bit meh)
Fence prefab updates (projectile passthrough, impact effects)