196,616 Commits over 4,110 Days - 1.99cph!
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
Removing PVT test from benchmark (crashing shit)
basecombatentity ignite baseline
EffectsComponent.RemoveEffect Emotes EC null check
StatCollection.CreateStat will update existing stats that match data params
Fixed StatsUtility.GetStat NRE
Added PlayerTaskTriggerSettingsEditor
Removed old SkillRequirement struct from CraftableParameters
unwrapped almost all of exterior and underside of beep truck
Deleted Tiredness Consideration (we already have inverse energy consideration with the same repsonse curve)
Removed StatTypes enum, now each type of Stat has it's own enum of stat definitions
Condition template fix
InteractionPlanData becomes BehaviourPlanData
Added SkillLevelConditon, for testing the level of a given skill on an entity
Added SkillRequirementCondition, for testing if we pass the required skill levels for our the BehaviourPlan in our DecisionContext package (doesnt work yet)
can deselect bucket instead of drinking from it
fixed NRE when swapping buckets
cannot transfer water into unheld bucket
A couple of minor TakeFromDispenser tweaks
TakeFromDispenser now applies Skill Gain and Skills are shown in the Debug window.
Actually fix stat names in UnitSettingsEditor
Procmap benchmarks reset GC, LODs, grass, decor and tasks before every run
Fixed StatsComponentParameters
Removed tree component from hemp