255,119 Commits over 3,990 Days - 2.66cph!
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shortened the buttstock on the mp5 worldmodel so it doesnt clip into shoudler as much
tweaked the mp5 viewmodel reload anims
tweaked positioning of the muzzlebrake and muzzleboost addons (in 1st person)
Weapons now add an effect when carried
adjusted the positioning of the mp5 worldmodel and IK holds
tweaked the size of the silencer attachment ( worldmodel )
Profiler tweaks, BaseEntity.DebugName cache
Fixed DebugTools entity selection menu being created continiously, now only happens after button press
Fixed CommandTrigger.Assign not correctly assigning command description text to the TooltipElement when applicable
Fixed inventory / truck load and save
building building wip building shelter
Added spawn volumes to starter island.
Fixed crosshair and ammo UI
added some special decals and icons
Reset selected element panel
xtab mode
Occlusion, Specgloss
Texture size limit from version2
DecisionMaker fallback decisions cleanup, fixed blackboard buffer being reset incorrectly
Improved Condition/Consideration drawers context awareness for AssetMenu filtering
removed decal_1_1 tga and replaced with png
removed decals paint folder
Loading workshop http icons
added work decals and icons
Removed DecisionLayers enum, touched all the things
Moved BeforeEditorLayout.AssetMenu to it's own class
Breed now is based purely on Collaboration rather than Socials (and seems to work!).
MakePregnant action now targets CollaborationRequest BB key rather than Socials.
Fixed button stretch in lists
Moved layer defines to Rust.Global.dll
Added PropRenderer
Added spawn transform for ships in town.
resaved out all decals with png24 instead of png8 to remove white aliasing
Fixed effect instantiates, console messages and console commands showing up as "GroupChange" in profiler
Automated Linux DS Build #444
Automated Windows Build #444
Automated Linux Build #444
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Movement feels decent now.
Removed extra Abilties from GoalPlan.Attack
Removed SmartObject.ScoreForDecisionMaking bool, usages replaced with the base EntityComponent.Enabled flag check.
Projectiles have their SmartObject components disabled during flight
Spears almost being picked up