194,180 Commits over 4,079 Days - 1.98cph!
Scoring of roles.
Remains to properly enter and exit acts through the chain of acts for a Social, need some kind of callback to hook up to on Act finished.
Fixed bad path in SceneLoader
Fixed NRE in EntityView.OnDrawGizmos (cloned views)
tweaked materials on hex blocks and truck to not be light at night. Tweaked TOD lighting settings somewhat, fair way to go
made the LR300 sit in the players hand better in 3rd person
fixed the IK positioning of the LR300
FOR FUCK SAKE doors with collider
!A spawning anim to fix the cubemap render
Effects now support keyword replacement in their descriptions
BaseEntity physics cleanup
Fixed bad casting in Stat+Properties
Stat modifiers can now target max or current value
Fixed "minipulation" typo in all the things
Fixed IsWithinPerceptionRangeSettings not checking the right stats
Other refactoring
flashlight emission point brightness increased
flashlight dust beam brightness reduced
▉▍▋▉█▍ ▋▇█▆▆ ▄▌▊ ▊▍▌▇▋▅█▄▌ █▇▍▅▊
More tweaks to approaching in combat
player state transition anim source
MeshReplacement and SkinSet also update the renderer root bone
player preview state anims
Fixed approaching targets in combat
Chimney spiral strairs final mesh LODs and Colliders, Prefab
Military tunnel update
Removed Stat.CappedMaxValue, MaxValue handles caps itself
Refresh skinned mesh renderer bone cache when mesh changes (because of gender or race)
Stat fields + defaults in IsWithinPerceptionRangeSettings
tribal drumming loops added
Minecart final mesh LODs and Colliders, Prefab
Military tunnel update
chagned hand positions in happy anim
Water splash fx material uses lit alpha blend shader
Spawner component refactoring/cleanup. Added align to normal, layermask support.
Added more options for GetGroundHeight/Normal to VectorUtility
DataEditor becomes DataBrowser
DebugTools lock selection button
RUST-1146 - Fixed invisible helicopter gibs if destroyed outside of network range
Old Mine set, final meshes LODs and Colliders, ready to place prefabs
Misc & military tunnel update
Updated scenes, stoped decal allocation on server
NRE - ViewmodelAttachment.OnDisable (weapon with attachments into research table) RUST-1244 fixed
lr300 iron sights made accurate
CanPerceiveUnitsSettings implements Evalute(entity, blackboard) overload
GoalPlanVariant.SimTick returns if IsActive == false
CanPerceiveUnitsSettings switches on the Unit type instead of if/else
Expose SensesParameters.LayerMask, Senses pulls directly from data instead of caching
Hopefully fixed NRE when attempting to join a no longer existing collection
Changed mission list to show large or small icons
Disabled stunts
Disabled TOD
More stats refactoring.
Added IStat, as base Stat uses generics for definition type
Current Stat cap modifier is held by Stat.ActiveCapModifier in place of the IsCapped bool from previous iteration