199,995 Commits over 4,140 Days - 2.01cph!
- Reduced chance of bouncers spawning
- WIP bouncer rework (bigger, faster and with charge attack (needs wind-up still)
- Cocktail launcher now auto not single click
Additional road prefab, broken type, no pavement
Transparent layer tweak (RUST-842)
Load mainmenu from scene (not scene2prefab)
Load mainmenu.serverbrowse from scene (should do this for all mainmenu subpanels tbh)
ingame menu background tweaks
Redone options screen so it doesn't look like a hairy bag of dicks
Options turns bloom off works
Option to turn motion blur off
Server history scroll speed
Key bind option for craft menu
Water quality defaults to high
Tooltips for some options
- Started Asteroid tileset / room / flow / archeteype / prefab setup stuff
Should fix #harvest pumpkin tooltip
Disabled UI dithering until we can come up with something that isn't shit
Fixed front page news header image bugs
Remaining entity view creation/update code moved to util classes
EntitySettingsEditor view management improvements and bug fixes
Adding watch tower staircase models and prefabs
Attack entity repeat delay cooldown test 2 (RUST-1043)
Fixed BaseMelee editor / standalone inconsistency
New perception calculations (probably need a lot of tweaking)
trying to fix ragdolls going crazy (not much luck)
Projctiles ignore anything on the Units layer that isn't a hitbox (hack)
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Started on Desire refactor.
Updated main menu backgrounds
Automated Windows Build #362
fixed ownership xp distribution
working multiple owners
save/load fixes
crafted items have ownership
resource dispenser created resources have ownership based on tool/instigator
Automated Linux DS Build #362
Attempt at fixing revz graphic distortion/feedback when using low quality + near draw distance (RUST-987)
Big changes to combat AI. Still quite broken right now.
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Added 2 new materials for spawnmenu and fixed some PHX materials becoming completely invisible when they are rendered with alpha < 255
Automated Linux DS Build #363
Merge from desires refactor, more desires refactoring (mostly filtering)
Removed the notion of desire "types" (Attain/Retain), instead just use fulfillment state as the same indicator. DesireTypes now refers to the derived types themselves (Item, Building)
Automated Windows Build #364
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Automated Linux DS Build #364
Automated Windows Build #365
Automated Linux DS Build #365
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Automated Windows Build #366
Automated Linux DS Build #366
FOR FUCK SAKE tile template tweak