193,607 Commits over 4,079 Days - 1.98cph!
island 2 blockout for petur
deleted old ocean placeholder prefab
renamed HasCraft/ItemDesire conditions
-HasItemFind/CraftDesire shouldn't check for fulfillment
Updated AM to latest; now using unscaled delta (#188)
- Notificaion bubble duration tweak
RUST-51: Excess Low Grade not been refunded when placed in hats.
Fix bad dlog richtext tags
DecisionLog knows about "reconsiderations" (vomit in my mouth)
DC knows if the decision is a "reconsideration"
client.disconnect called before trying to join another server
Can't interact with lock while door is moving
Default option when looking at lock is to open door (hold down USE to get full options)
Can Statistically Socialize condition added.
Fixed ragdoll head stretching
Small steam inventory icons are now 200x200 instead of 128x128
Implemented new mesh for ocean; finer lod scaling; no fog issues
Fixed simulation stepping; tweaked ocean sim params
Smoother near plane displacement attenuation
Temporarily disabled SSR
lagged out players will no longer spam all the shots they fired while lagging in one go
fix for lag switch exploiting
fixed bug where explosive rounds would not deal splash damage to impacted targets
Unit heritage string property
- A bad first implementation of islands providing food to people and people dying after the island and then themselves run out of food. Needs refactoring
Nuked old emotes code, updated some resource prefabs
Trainyard monument topology fixes
Music set to stream from disk, optimised sample rate
Vox import settings, renamed some sounds
Added OnSoundEvent to a few anims
Fixed unit emote debug removal bug
Emote simplification, now trigger through goals
Added Tint Splat selection to Biome Layer in Rust/Standard shaders
Hardcoded road tinting to dirt splat layer
Various rock improvements
Only allow detail view of Human units, despite player selection being unrestrictied in editor
Added "Detail" layer to the HumanController, used by UnitDetailView
Unit sound sources are 3d
Lorra lorra data tweaks
added some anims for them to play when they get to end of "go to" command
Dreadora - Added skeleton & Lod to character fbx
Added racket meshes & textures
Dreadora - Added skeleton & it's Lod to rig, skinned ( even though he has no skin)
Added anim template
Added racket meshes source
Added source WIP anims
fixed some skin weighting and reparented DEF bones (had to rebuild morphs too)
Added new female vox sounds
Gating DistanceConsideration's use of pathfinding calc with a plain old distance check
Exhausted speed reduction stat mods
Player GoTo Wait (1-5 game minutes aka ~seconds)