193,440 Commits over 4,079 Days - 1.98cph!
Fixed all known tutorial issues.
Updated tutorial text to match game changes.
corn and pumpkin harvest time increased
Replace SkipOnFailure bool in BehaviourChainElementParameters with an EvaluationModes enum.
Harvesting flagged resources now uses the complete on succeed evaluation mode on the various possible interactions.
Fixed abilities with null jobs not appearing on the context menu.
Holding control will make RMB perform the command on click.
Tweaked aim system a bit.
Convar'ed aim system variables.
Generated convars.
Tweaks to military tunnel.
Scene2Prefab Military Tunnel
Updated manifest.
Swamp and bandit town scene2prefab
Lowered LOD/culling distances on reeds and water lillies
[D11] [UI] adjusted the notifications so that player vitals related notifications are on the right, and removed bars on ones that didn't need bars. updated the health/hunger/thirst bars to match the mockup.
Added "Max Tree Meshes" slider to graphics options
Fixed legacy skins occasionally not displaying correctly (RUST-17)
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Continuing work on AI improvements.
reduced the chance of celebration anims playing
set Ui chat sorting
minor tweak on env temple A background
Fixing vehicle assignment timing issues. Still has a bug somewhere
Stop error on quit in editor
Fix bug with initial car placement
Allow your teammate to activate your next checkpoint
Adjust vehicle HP + minor bugfix
fixed career stat UI panel miss alignment
relink avatar accessory icon
Various work modules have conditions preventing them from being performed if we are wounded or bleeding
mail box, search light, barricades, large furnace, furnace, small and large water catcher, repair bench, oil refinery and research table decay much faster
Workbenches now decay after a long period
Moved notification text below other fields in Effects Editor (fixes said text not displaying).
Re-added Y axis camera movement smoothing
Some tweaks for camera movement inbetween physics frames
Make Effects Tick Again.
Removed check for other existing effects having the same add/remove actions.
merged theme events branch to main
trigger celebrate anaim on units when they get kills (everytime, for now)
unit effects now get parented to the animation root not the unit transform, so they move with celeb anims.
set all root transforms in each UnitView.
Fixed Effects component not being ticked on minute.
Passed out effect should now be removed when energy has been regained.
updated mortar celeb export
Added camera movement inbetween physics frames (test)
Git:
* Fixed an error with empty nextbox NPCs
* Added return value to DColumnSheet.AddSheet
Fixed npc_barnacle not picking up players from vehicles.
Maps can now be event specific.
MapDatabase checks event types when building exposed map list.
ui career tweak for screen resolution
added team logo on the career outcome window
Event bonus XP now awarded based on definition.
Fixed menu theme execution order.
Cherry picking
28408 (Network++ & Save++)
menu theme/tileset now gets set based on the tileset defined in the event definitions.
current event gets set at startup for client/server.
customisation items can now be locked to an event, will only appear in browser if the event is running or you've unlocked the item previously.
set halloween item event types.
created default and halloween event definitions.
Removed Y axis camera movement smoothing (test)