193,637 Commits over 4,079 Days - 1.98cph!
Fixed lighting mode tag in custom particle vertex lit and pixel lit shaders
Radial menu supports abilities and unit targets
Added AbilitySettings.ExposedToPlayer flag
Made some name fields in DataAsset [NonSerialized] (should stop weird name issues)
- Tired to make wood look more like wood would
Radial menu runs condition evaluation on target SmartObject interactions (only shows those that pass)
Unit.Update no longer public or virtual, moved TickMorhs to UpdateMorphs
Data fixes
Default to Utlra quality
Upped queriesPerSecond default
Removed Entity from EntityTypes enum
Fixed all bad BCD data related to the above enum change
Entity view managment inserts elements with correct default values
Fixed building view scale values
checking in some fixes tent anim controllers
- NRE fix for when leaving bridge building mode
- More bridge work. Getting there
changed the buildings so they spawn in the item placement editor constructed
Updated mission dispatcher
Network updates
Merge from interaction_refactor
- WIP bridges commit before I fuck it trying to make it better
Support for a mutliple interactions "sharing" a single IPS
IPE updates
- Added some UI defines and methods to format/colour stat based text
- Fixes for island animations/parenting
- Setup island for animation
- Added a island bob and sound when placing a new building
- Added ConstructionCompletedEvent
- Added StatTriggerConstructionCompleted
- Other shit
- Consutrction UI now changes control mode and lets you place the buildings if you have enough resources.
- Some tweaks to the construction UI, shows resources needed.
Fixed item stack overflow not overflowing into inventory etc (RUST-670)
Added Server.queriesPerSecond
Added Server.ipQueriesPerMin
- UI building menu is now automatically populated from any building scriptable objects at runtime
Automated Linux DS Build #243
Automated Windows Build #243
Automated Linux Build #243
Improved error message when patch materials have failed to load
Cyclic entity parenting shouldn't crash the game any more
InteractionPlan.IsAvailable fix
- Started moving to scriptable object definitions for buildings.
- Added Construction static class for construction shit
InteractionPositionEditor work, all positional data is now saved on the EntityViewPrefab level in SmartObjectSettings assets
- Started implementing the different control modes as separate classes and switching between active modes
Updated UI and networking
Fixed reverse issue
Added base BeforeToolWindow, now used by CharacterMorphWindow, UnitAttachmentsEditor and new InteractionPositionEditor
Refatoring SmartObject Interactions, with support for per-interaction subscription limits and positional data, (still in progress)
Fixed radial menu showing the wrong behaviour name
Fixed missing decal shadow shader property error in some Rust/Standard based materials
- Island should now sink faster the more buildings they have. Probably.
- Some construction UI stuff
- Constructed() now checks the construction stats Maxed(), so buildings can have different construction requirements
- Made a House.
Refined some lightmap techniques. (WIP)