194,097 Commits over 4,079 Days - 1.98cph!
Perimeter wall models/LODs/COLs and prefabs
Industrial buildings - Watchtowers a,b,c,d models
Industrial ruins - models
Fixed see players through walls with motion blur (RUST-1069)
If GetFreeState reports error, return default(T) for chance of null, rather than new T().
Added a couple of debug logs to try to catch this combat bug
GetFreeState in ActionSettings should never be able to "GetEnd" a null value, since we pre-allocate the entire array.
UnitAttachmentPoint joint setup editor size in UnitViewUtility
UnitView spine fixed joint setup in UnitViewUtility
UnitView public fields to properties
set some conditional aborts WTF they are. Fixed it though!
Removed AlwaysWin condition from some AI data (not needed anymore)
Some small touchups to Morale and fleeing.
This "should" be more correct handling of flee destination (it can now fail).
set up aim throwing for spears
Automated Linux DS Build #369
Automated Windows Build #369
Hud Notice system
Added notice for level up, item available with non placeholder sounds
Automated Linux DS Build #368
Automated Windows Build #368
GitSync - Spawnmenu DHorizontalReizers & less PerformLayouts firing each frame
Updated some more spawnicons
Stopped time going negative and kept mission panel on screen until mission started
Added boost meter
Updated missions to broadcast player list
Added templates for some buildings.
Automated Linux DS Build #367
Automated Windows Build #367
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
- Backing up before I try and figure out how to use multiple BTs
Switched missions to use correct icons
changing 4300 files on a hunch