200,008 Commits over 4,140 Days - 2.01cph!
Collectable pickup sunds for mushrooms, stones, and stumps
Research table sounds
More sound tweaks & polish
Trainyard - fixed the holes in terrain sometimes happening near large basin
crying anims to the crying emote
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
Changed mission list to show large or small icons
Disabled stunts
Disabled TOD
Hopefully fixed NRE when attempting to join a no longer existing collection
Expose SensesParameters.LayerMask, Senses pulls directly from data instead of caching
CanPerceiveUnitsSettings switches on the Unit type instead of if/else
CanPerceiveUnitsSettings implements Evalute(entity, blackboard) overload
GoalPlanVariant.SimTick returns if IsActive == false
NRE - ViewmodelAttachment.OnDisable (weapon with attachments into research table) RUST-1244 fixed
lr300 iron sights made accurate
Updated scenes, stoped decal allocation on server
Old Mine set, final meshes LODs and Colliders, ready to place prefabs
Misc & military tunnel update
RUST-1146 - Fixed invisible helicopter gibs if destroyed outside of network range
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
Water splash fx material uses lit alpha blend shader
chagned hand positions in happy anim
Minecart final mesh LODs and Colliders, Prefab
Military tunnel update
tribal drumming loops added
Stat fields + defaults in IsWithinPerceptionRangeSettings
Refresh skinned mesh renderer bone cache when mesh changes (because of gender or race)
Removed Stat.CappedMaxValue, MaxValue handles caps itself
Chimney spiral strairs final mesh LODs and Colliders, Prefab
Military tunnel update
Fixed approaching targets in combat
player preview state anims
MeshReplacement and SkinSet also update the renderer root bone
player state transition anim source
More tweaks to approaching in combat
▉▍▋▉█▍ ▋▇█▆▆ ▄▌▊ ▊▍▌▇▋▅█▄▌ █▇▍▅▊
flashlight emission point brightness increased
flashlight dust beam brightness reduced
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
BaseEntity physics cleanup
Fixed bad casting in Stat+Properties
Effects now support keyword replacement in their descriptions
FOR FUCK SAKE doors with collider
!A spawning anim to fix the cubemap render
made the LR300 sit in the players hand better in 3rd person
fixed the IK positioning of the LR300
tweaked materials on hex blocks and truck to not be light at night. Tweaked TOD lighting settings somewhat, fair way to go
Fixed NRE in EntityView.OnDrawGizmos (cloned views)