199,434 Commits over 4,140 Days - 2.01cph!
Underwater FX mask is a GO
Fix RUST-283 Can't place floor above shelves.
pie sounds are affected by volume controls
when cancelling a craft, obey the stack laws
deer source file and moved animals folder structure to mirror the game tree. ie units\deer becomes units\animals\deer
Subtracting shelves layer change (see RUST-283)
- Added EffectParamters, which is stored by EffectSettings and also stored by other data types, e.g. Consumable and Wearable ItemParameters
- EffectSettings are intended to be used ONLY in conjunction with Triggers
- Wearables now apply their Effect when Worn by a Unit
- Re-arranged the order of Operations in StatLinkerBasic
- Added ModifierOperators enum, used by StatLinkerOperation result modfication, should make for more readable data
- Nuked a shitload of Effects, mostly replaced with EffectParmaters where applicable
- EffectParameters.Id is broken, so effects stack infinitely, fix WIP
Fixed Effect stackability idiocy
Wiggling my way around some building exploits
lowered top shelf collision a notch
Powerlines correctly prevent building
-log an error if more than 1 Assign/Difference ResultOperator is set up in a StatLinkerBasic.
Shader, asset and prefab warmup convars are client-only, saved
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Deployer / Planner check AntiHack system before allowing placement
Spawn the building block skin immediately if stability is still pending
Don't batch wooden shutters (because they can move)
added background trees to temple court. working up roots. created new background tree shader. tweaked grass outer shader to fade out properly. adjusted lighting
created temple outer trees and exported. created temple outer trees diffuse map
UnitImportWizaaaaaaaaaaaaaaaaaaard
DefaultModelImporter makes sure we always search project wide for materials using the model's material name
eoka cost changes and ammo type changes
FOR FUCK SAKE adding collision to asteroid block
FOR FUCK SAKE asteroid prefab, minimap display
Fixed the Eoka pistol's flint spark not playing
FOR FUCK SAKE force update room prefab
!A wip prefab
FOR FUCK SAKE dim spot light glow
Fixed Standard-BlendLayer shaders in lower LODs (#286); switched LODs 100 and 200 to SM2 while I'm at it
Cowboy rig update ( original ik arm setup, blends reconnected)
set the bandage to use the correct worldmodel
tweaked the syringe size so it no longer looks like an oversized dildo
Mouse wheel default switch
Foundation placement check fix in tight spots
Fixed not falling when chat open etc
Female is broken not sure why
- Nuked "to be phased out" stuff in Units/Human
- Renamed human_female body mesh to include the word "body" for HumanView setup purposes
- Dem prefab
- Added Unlocked property to AbilitySO (defaults to true) so individual abilities can be ignored when abilities are auto loaded (for disabling specific abilities in builds)
- AbilityList now ignroes any locked off abilities
- Fixed Item.IsCarryable not returning the right field from PhysicalParameters
- Fixed GPV BehaviourChain not resetting properly
- Unit+Wearables tweaks
- Some item view APO data
Cowboy rig updates ( new arm setup)
- AbilityList now equips speed boost and random offensive + utility abilities each level
- AbilityList can now return a random ability of specified category
- Disabled Reaper Bros ability because it's shit
Wearables fixed, I think.
- Made some terrible icons for barricade, deathrow and laserlink
- Disabled loot dropping of abilities
- Added floor collision and Floor script to Asteroid rooms
- Rebuilt asteroid scene prefabs