193,998 Commits over 4,079 Days - 1.98cph!
added new city blocks to new scene and combined to make test city
added exhausted and idle triggers to bear and deer
created new resolution roads and hex system and exportede
Increased range that weapons can be picked up at
first pass sloth using the bear as a base
reimported asset stats from google drive
updates to bone throwng vm anim source
Added reporter
Added rotate function for hex grid
Switch to paint mode
remade hex pieces with new road width
Updated plugins VS solution to allow compilation with XS
improved mud 01 roof and base
Building blocks store a unique building ID (all building blocks that belong to the same building have the same building ID)
Network++
Added decal renderer and bullet impact decals.
DM and Action Run is still on Sim Tick, while some other things that's got to do with Behaviour Chain ticking has been moved onto the ordinary Tick.
Fixed muzzle mods missing from asset bundles (RUST-963)
triggerTurnL and triggerTurnR setup for human but needs hooking up via code
FOR FUCK SAKE wip room script, commenting unfinished part
Updated truck with right materials
made mudhut base deeper and have less of a lip
init randomNumber on units in animation prefab so I can modify the idle speed with it to stop animals idles syncing up
Bleeding now is attached to it's unit.
- Commented out camer cullign debug line
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Fixed admins getting AH violations when disabling admin cheat while moving very fast
Fixed taking damage when entering water while using admin cheat
Fixed being able to place boxes partially inside walls (RUST-908)
Fixed weapon attachments being invisible when attached to weapon that is currently held
Cleaned up some code that dealt with the weapon attachment disabled flag
Moved the handling of "frames per tick" tracking, that it's a bit more clear what's going on with it.
A sim tick won't use up multiple frames due to the three states of ticking anymore, but rather strive to use as much of it's budget as possible each frame (even if that includes multiple tick states in a single frame).
Fixed order of SetDestination start
NRE fix in combat ability selector
Combat ability selector tweaks
EntityManager budget sim tick in LateUpdate
Updated scenes
Removed old truck prefab
Fixed potential NREs in Corpse
Testing ActionChain break change (dont break current action if not running, I suspect this never got called anyway)
Navigation.SetDestination does reset path again, for testing
TribeStartArea tweak
Snow weather type
Aiming source anims for vm bone knife/club
Sleep fx renders more nicely.
Dirt click fx improvements (needs to eventually pull biome colors)
Blood tweaks
Prefab attachment data, arrow trails
CameraModule.Follow tweaks (abstract in base)
Clicking tribe portraits will snapto, select and follow the unit