193,449 Commits over 4,079 Days - 1.98cph!
fix for build breaking maybe
Subtracting smalluments (will re-add later with other wiping changes)
Attempt to fix RUST-1761 ("Sub-emitters must be children of the system that spawns them" on Hapis)
branched wip background queuing stuff
Attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
Mission updates cash now. Stops cash from spawning.
added new arm mesh to rig source
- Door class was getting a bit intense with the #if DEFINES. Split it into Door, Door.Client, and Door.Server.
- Refactored door interaction. It's now simpler with no more need to keep asking the server for the current state.
block is now taken from the unit def
set all the unit block values, updated dmg calculations and displays to use these values
Tooltip widget now positions while animating, fixes that weird hitch on the tooltip when you mouse over something
Added a machine fallback to the CreateMachineProcessActionDesireProcess (fixes not being able to give a player command to burn an item on a campfire)
Added a distance consideration to the GoSwimming goal plan so that swimming while idle is a bit less common (might need some tuning)
Construction skill now gets raised when depositing items to a building in construction (skill gain was tied to old construction system)
Different FreeImage texture caching strategy that shouldn't fail with queued rendering
Fixed door interaction state bug
Random destination selector will now fail if it couldn't find a destination (fixes units trying to swim at 0,0,0 on island_01)
WIP tribe create/customsiation redesign
Gang members can use their gang leader's buildings
Update gang building asset ID
Give testmap_smaller a commercial plot.
Add testmap_smaller to the build list so I don't have to keep adding it for testing
Added the ability for Selectors to Hide from UI on fail like Conditions
Go Home ability now hides from ui while unit is sleeping (since we can't calculate if a valid path home exists while the unit is sleeping)
Cleaver big, Guitar, Medical syringe, Mace, Machete, Longsword, Water bucket - Updated to latest rig, added new arms, clean export, rebuilt prefabs
Must be a gang leader to buy a commercial building
Supermarket junk LOD's/prefabs
Disabled LOD_FACE_CROSSFADE multi compiles (should be unused afaik & cause shader compiler errors)
fixed the 'EffectRecycle' code so it takes into account the max particle time
Ported several entity types to refactored data/creation pattern to reduce code duplication
Group no longer abstract, removed derived types (tribe, herd, pack) and merged functionality into the base type as it was minimal
Unit view toggles root sim FX prefab game objet, instead of single renderer
animal combat idle fix(maybe)
Cleaver big, Guitar, Medical syringe, Mace, Machete, Longsword, Water bucket - Updated to latest rig, added new arms, clean export, rebuilt prefabs
Full plugin rebuild (API changes)
Supermarket junk texture progress