200,001 Commits over 4,140 Days - 2.01cph!
Fixed SmartObject Interaction Positions states being improperly handled by SetDestination Actions (BEF-278)
missing mammoth animations such as new attacks, limping, exhausted, agro and lookaround. Some still need lots of love
latest bear and mammoth source
Units should now get highest navmesh priority when arriving at interaction positions
Added xbox network sample
removing Roll Game folder
some optimization and disabled cheats
Added skill gain activity and fixed some stat events.
Re-enabled unit activity notifcations.
Added some force to the ragdoll upon death based on direction and strength of hit
Lots of tweaks to building stuff, missing materials etc.
All debug spews are now processed in the main thread
ShaderSystem re-entrancy guard for debug spews no longer changes the order of the output
Automated Linux Build #359
FOR FUCK SAKE fix static property on rotor
FOR FUCK SAKE change room E / rebuilt prefab
Automated Linux DS Build #359
Automated Windows Build #359
Automated Linux Build #360
- Fixed enemy teleport effect
Automated Windows Build #360
Automated Linux DS Build #360
Fixed LOS issues in caves (RUST-1039)
missing boar/warthog anims and HIT_ boxes
- Buzzsaw now damages turrets correctly
- Scaled loot container prefab up 25% to be more visible
Transparent layer (fence, glass)
Split inventory/crafting into separate scenes
UI background blur is more generic instead of being tied to inventory menu
Sanity Check for valid state of Actions list and that CurrentElementIndex is within the Actions list's range in Action Chain after error report.
Some more information in the error log.
Temporary workaround (but error log is still active) for a situation where an Action Chain's state is kind of weird (Attack's current element index can somehow get to the value of 4 when the action chain's list of action is of the count of 4.
- Wall collision objects can now be flagged to be destroyed when the player hits them and they won't bounce off