33,873 Commits over 4,171 Days - 0.34cph!
BaseNpc implements MaxVelocity
map writing enabled for mods
Raw and spoiled meat no longer goes straight to belt when picked up
chair no longer syncs position
can only pick up non-locked boxes
Fixed BaseNpc serialization mismatch in CLIENT / SERVER (also fixes compilation error)
Wooden ladders can be stacked to 5
Can repair damaged ladders
Can stack items that have condition if their condition is maxed out
▆▊▆▇▍ ▉▊▌▇▊▆▌▍ ▇▊▆▄▇▄▉ ▅▍▄
can place shelves in 1x1 again (whoops!)
reset player rotation on dismount
A couple of IList iterators were gc prone.
bonefollower cycles after positionlerp
use maxvel from parent if applicable
Fixed server compile error
Removed BoneFollower (client optimization), second attempt
Cooking raw deer meat now correctly turns into cooked deer meat
Cherrypicking only player model changes (may be temporary)
Subtracting player models
Separated movement and action in Animal AI.
Resized animal bounds.
Npc aiming work.
Fixed normal octa encoding for transmission surfaces; touched affected shaders
Scientists no longer shoots right through animals.
Fix for foliage bug introduced in
23073
Tweaked shadow refl occlusion to avoid undershadowing (RUST-1771)
Fixed sky reflection rgbm decode intensity mapping
Fixed lake topology settings
Fixed harbors spawning in lakes
Network++
Save++
made the vehicle tire smoke taper off when the car goes airborne
Tweak large gate sounds to match new anim speed
buckle up - merge into main
workbenches, sheet metal door, research table default blueprints
Campfire default
Double wooden door default
Wooden window bars default
Bandage default
Wooden armour default
Wolf Headdress default
drop box, fridge, locker, mail box, chair, small planter box, table, vending machine, rug, rug bear skin and search light can now be researched.
A NavMesh Grid Cell will now reuse terrain mesh data for all agent layers properly.
Removed need to be wet when trying to drink from bodies of water (was only testing on server, clients had it commented out -> weird behaviour)
Removed weird duplicate raycasts from water drinking tests (now raycasting only in GetWaterDrinkingPoint)
heavy plate helmet, heavy plate jacket, heavy plate pants, bandana, baseball cap, beenie hat, boots, candle hat, incendiary pistol bullet, shotgun trap, flame turret, metal shop front and small water catcher can now be researched
Subtracting BoneFollower removal again because fuck me
Set ResearchResource reference to scrap on the static research tables (so you can place scrap into them + research)
Double armoured door research scrap cost is now the same as single