243,208 Commits over 3,898 Days - 2.60cph!
-removed Warmth need, as we decided it's easier to just check for necessary warmth in a consideration, cleared various statcollections of it.
-added considerations for NeedForWarmth and NeedForCold
-yamfm
- Added spawners to outdoor rooms and set spawn budgets for the rooms
- Rebuilt outdoor prefabs
- Increased buzz saw cooldown 7->12
Updated phrases - with hopefully non sweary russian versions
- Added floor collision and Floor script to Asteroid rooms
- Rebuilt asteroid scene prefabs
- Made some terrible icons for barricade, deathrow and laserlink
- Disabled loot dropping of abilities
Wearables fixed, I think.
- AbilityList now equips speed boost and random offensive + utility abilities each level
- AbilityList can now return a random ability of specified category
- Disabled Reaper Bros ability because it's shit
Cowboy rig updates ( new arm setup)
- Fixed Item.IsCarryable not returning the right field from PhysicalParameters
- Fixed GPV BehaviourChain not resetting properly
- Unit+Wearables tweaks
- Some item view APO data
- Added Unlocked property to AbilitySO (defaults to true) so individual abilities can be ignored when abilities are auto loaded (for disabling specific abilities in builds)
- AbilityList now ignroes any locked off abilities
- Nuked "to be phased out" stuff in Units/Human
- Renamed human_female body mesh to include the word "body" for HumanView setup purposes
- Dem prefab
Female is broken not sure why
Fixed not falling when chat open etc
Foundation placement check fix in tight spots
Mouse wheel default switch
set the bandage to use the correct worldmodel
tweaked the syringe size so it no longer looks like an oversized dildo
Cowboy rig update ( original ik arm setup, blends reconnected)
Fixed Standard-BlendLayer shaders in lower LODs (#286); switched LODs 100 and 200 to SM2 while I'm at it
FOR FUCK SAKE force update room prefab
!A wip prefab
FOR FUCK SAKE dim spot light glow
Fixed the Eoka pistol's flint spark not playing
FOR FUCK SAKE adding collision to asteroid block
FOR FUCK SAKE asteroid prefab, minimap display
eoka cost changes and ammo type changes
DefaultModelImporter makes sure we always search project wide for materials using the model's material name
UnitImportWizaaaaaaaaaaaaaaaaaaard
created temple outer trees and exported. created temple outer trees diffuse map
added background trees to temple court. working up roots. created new background tree shader. tweaked grass outer shader to fade out properly. adjusted lighting
Don't batch wooden shutters (because they can move)
Spawn the building block skin immediately if stability is still pending
Deployer / Planner check AntiHack system before allowing placement
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Shader, asset and prefab warmup convars are client-only, saved
-log an error if more than 1 Assign/Difference ResultOperator is set up in a StatLinkerBasic.
Powerlines correctly prevent building
lowered top shelf collision a notch
Wiggling my way around some building exploits
Fixed Effect stackability idiocy
- Added EffectParamters, which is stored by EffectSettings and also stored by other data types, e.g. Consumable and Wearable ItemParameters
- EffectSettings are intended to be used ONLY in conjunction with Triggers
- Wearables now apply their Effect when Worn by a Unit
- Re-arranged the order of Operations in StatLinkerBasic
- Added ModifierOperators enum, used by StatLinkerOperation result modfication, should make for more readable data
- Nuked a shitload of Effects, mostly replaced with EffectParmaters where applicable
- EffectParameters.Id is broken, so effects stack infinitely, fix WIP
Subtracting shelves layer change (see RUST-283)
deer source file and moved animals folder structure to mirror the game tree. ie units\deer becomes units\animals\deer