199,420 Commits over 4,140 Days - 2.01cph!
Salvaged sword & Machete now throwable
Organised Machete prefab folder to match other weapons
external stone gate now more rare
Lots of tweaks, fixes, and new bits
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weapons can specify a movement penalty for recoil
m249 has insane recoil when moving (unusable)
merge from main/ambience2
merge from main/ambience2
devastating ak/bolt nerf - recoil penalty while moving
Set player voice audiosource priority to max
Fix bug when disabling/destroying AmbienceEmitters
very low chance for duplicates (of blueprints you already know) when revealing
Fixed potential NRE in Construction.Placement
Fixed potential NRE in Planner.Server DoBuild
LOD fixes for building parts doorways
Manifest (ambience changes)
Merge to Main - Explosion work
Got rid of GL path and opengl32.dll dependency on windows; available only with _DEBUG conditional
opengl32.dll no longer a RustNative dependency on windows
Added stability.passes convar
Fixed post build process
Turn on the debug stuff again
FOR FUCK SAKE missiles prefab, first pass fx
FOR FUCK SAKE aiming laser material to be more visible
Can now add an offset for each shot to pair up pass position with hit position
- Basic enemy roaming when not aware of player
Stability warmup messages formatting
Fixed clipping on bone knife throw
Lots are now distributed much better.
Stability warmup performance test
- Fixed a height bug with EntityWander
- EntityWander now rejects any target positions that aren't in it's Entity's parent room
- Entity wander now wanders more frequently :)