194,097 Commits over 4,079 Days - 1.98cph!
RUST-1074 XP bar covering screen after client stall
Merge from throwable_weapons
Merge from throwable_weapons
commiting new truck with textures
Added basic implementation of single select controller + follow only camera
Fixed interaction settings wrapper being a dick
Considerations contribution range is now defined on each wrapper, supports negative values
Action wrapper goodness
Added regaining stamina ability and AI
Radial menu doesn't show interactions for held items that still have active subscriptions (e.g. pickup)
ActionChain executes actions marked for ExecuteOnBreak... on break!
Fixed VicinityEffects not creating their triggers on the correct layer
added anim debug exit, add to anim in state machine to debug log when it starts and how long it took before exiting
Navigation destination reached callback revert
Projectile NRE fix + comments
UnitVIew assigns hitbox.Unit during Setup
Projectiles ignore collisions with their shooter
Log error if we fail to spawn a projectile in Unit.Combat.PerformRangedAttack
Animation/Navigtation state callback changes
FOR FUCK SAKE tweak AO and light
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- Accelerate and StopAccelerating action code
- Started coding some AI conditionals for behaviour trees, now that I kinda know what I'm doing
Automated Linux DS Build #370
Automated Windows Build #370
Automated Linux Build #370
CTextureManager::FindTexture no longer ignores textures with a blank name - stops CTextureManager::FindOrLoadTexture from leaking
lots of texture/tree/road mods
Fixed arrow trails being destroyed early, (VisualFX set to looping, stopped by Projectile when it lands, trail renderer set to autodestruct)
Only log Combat component range messages when a Unit is selected
Territorial AI module "Attack Intruder" GoalPlan now uses the "Set Combat Target" Ability rather than Attack