225,862 Commits over 3,714 Days - 2.53cph!
added Discord button to menu screen
move inventory work, will now unsheath weapon if there are no more belt items to switch to after using belt item
Fixed lake topology settings
Fixed harbors spawning in lakes
Network++
Save++
new player records correctly get added to elo list
league table UI now hides until update received when first showing, hides unused entries
Fixed sky reflection rgbm decode intensity mapping
Overall position now shown on league table, fixed Elo calculation lower clamping
Added WeightedRoleDefinition, list in PersonalityType def
Various Goal/GoalPlan conditional asset list editor improvements
Fixed bus stops and power substations spawning on top of roads at T and Y intersections
league table preview UI now instantiates entry panels, populates with name data
Gradually closing in on the cause of the divergence
Added OnLeaderBoardEntries event that fires when receiving updates from server.
UILeagueTablePreview listens for it.
Set owner to attachment parent
items now have a DispensedBy field.
people won't drop dispensed items while taking them from the dispenser.
Roads avoid being split by monuments and prefer going around them (until I add monument road connection points)
Tweaked shadow refl occlusion to avoid undershadowing (RUST-1771)
some placeholder league table UI setup
Removed nulled module from mushrooms effect
Adding parts of the new road generation algorithm (much faster and better looking, not 100% continuous yet)
fix for league table result range
disabled feedback button in Editor cus I keep clicking it by mistake
Added and updated prefabs for hair style 1, style 2, female and male armpit and pubic hair, female and male eyebrows, facial hair style 1 with morph targets
Added temp icons for prefabs
Removed old and erroneous files
AIDesigner resets canvas pan offset when selecting a new module
Nixed stupid tick id thing
Fixed some diagnostics false positives
Fixed decision logs not being post processed
Removed ability to create gang. Removed ability to create emblem.
AI logging improvements, added post process step at the end of each simtick to deal with parenting
Fixed databrowser persisted asset selection causing bad cast errors
leaderboard/league entry stuff
playerdatabase.resetElo server command
High external walls and gates require some space between them when placed parallel to each other (i.e. when stacking them)
Barricade placement tweaks (concrete, stone and sandbag)
Destroy children in engine, added exception for using destroyed entities, fixed some of those instances
Rivers and roads check topologies in a radius when finding their paths
Added map grid ref overlay