105,088 Commits over 3,806 Days - 1.15cph!
Remove all animators from server by default, whitelist allowed animators using RealmedRemove
Fixed door collider layers
Fixed NRE running dump clientside
Removed animators from crate/loot barrel
fix for floating snap trap
Updated landing poses for throwables
Sentry guide marking improved
pumpjack and quarry guide meshes improved
Pushed culling distance on some of the bigger signs
Projectiles keep track of traveled distance and time
Added maxDistance to projectile (specifies max allowed distance to travel)
Refactored projectile lifetime death (using travel time)
Can rotate turrets to face a different area (when offline)
canceling a craft breaks any items with condition in the recipie before returning them
fixed beartraps always looking unarmed
merged sentry guide into main
fixed pumpjack disconnect error upon repairing
Sandbag barricade uncommon, Stone barricade comon
Loot tables update
Barricades stack, cost and crafting time more competitive against high walls
Barricades are easier to place on terrain
Barricades offer 1.5m of cover and standing up shooting
Barricades health balance
Models/Collisions and prefabs update
Removed animators from stuff that shouldn't have them
Rotation changes to stone hatchet world prefab
Removed sound player script from thrown melee projectile prefabs ( being called from anima event on effect spawned)
attempting to repair unrepairable items no longer kicks you from the game
adjusted autoturret collision
fixed exploits where you could stand ontop of an autoturret and prevent it from shooting you
protocol++
Doors/gates use animations (client and serverside)
DoorAnimEvents (alex will need to make new sounds for these, since they have open/close now instead of just open)
New rig for doors in Parts/doors.rig/
Doors now have the pivot where the hinge bone is
Added doors guide meshes for construction guides
New rig for gate doors
Gates models separated to be attached to bones
Crouch/Walk in water wake VFX added.
Rain VFX looks 35% wetter.
Doors use animations
Doors are animated on server
Removed redundant Construction_Trigger layer
Model and Animator components aren't culled on server (might cause issues)
F6 draw colliders is now a toggle
Fixed napalm prefab error
F6 draws Box Colliders too
Leave footprints even when crouching
Leave barefoot footprints when not wearing boots
FileStorage, memory caching
Should fix the +-* thing proper
Updated RustBuilder, uses 5.2.2p1, formats version date using local time instead of UTC
Some polish on the painting screen offsets for some signs
Vertex Alpha weighing on banner meshes for further use with disp shader