199,994 Commits over 4,140 Days - 2.01cph!
VisualFX FollowUnitHead positioning mode ignores rotation
Fixed entity view creation not properly zero-ing assets
Fixed issues with projectile VisualFX
set up aim throwing for mace
fixed broken building views and added missing interaction positions to mud hut 01
changing 4300 files on a hunch
Switched missions to use correct icons
- Backing up before I try and figure out how to use multiple BTs
Allow up to 3 star layers in g_sky
env_skypaint now has option to change number of star layers
env_skypaint positions star textures based on RealTime instead of CurTime
Automated Windows Build #367
Automated Linux DS Build #367
Added templates for some buildings.
Added boost meter
Updated missions to broadcast player list
Stopped time going negative and kept mission panel on screen until mission started
Updated some more spawnicons
GitSync - Spawnmenu DHorizontalReizers & less PerformLayouts firing each frame
Automated Windows Build #368
Automated Linux DS Build #368
Hud Notice system
Added notice for level up, item available with non placeholder sounds
Automated Windows Build #369
Automated Linux DS Build #369
set up aim throwing for spears
This "should" be more correct handling of flee destination (it can now fail).
Some small touchups to Morale and fleeing.
Removed AlwaysWin condition from some AI data (not needed anymore)
set some conditional aborts WTF they are. Fixed it though!
UnitAttachmentPoint joint setup editor size in UnitViewUtility
UnitView spine fixed joint setup in UnitViewUtility
UnitView public fields to properties
GetFreeState in ActionSettings should never be able to "GetEnd" a null value, since we pre-allocate the entire array.
Added a couple of debug logs to try to catch this combat bug
If GetFreeState reports error, return default(T) for chance of null, rather than new T().
Fixed see players through walls with motion blur (RUST-1069)