255,291 Commits over 3,990 Days - 2.67cph!
Added UI Hotspot event trigger utility component
UI tweaks
Fixed XP bar staying bug after punch
XP bar punch size is relative to the amount of xp gained
Fixed NRE on item drop without skin
Started text chat
Added collision for lamposts / trees etc
Added bomb prop to player truck
Proper hitscan fix for projectile_protection 1
rabbit improvements and made a bit slower and reimported spreadsheet stats
Define SteamInventoryItem behaviour
office building, carpark, runway LODs/COLs
airfield work backup
updated lighting and textures
UI only shows a single notification, with queued count. Timeout remove/click to go to activity source position/entity
HumanView.SetupClone destroyed any attached UnitViews (e.g. carried corpses)
Activity refactoring/cleanup. Activity objects no longer store a type selection object, instead the ActivityTypes prop is abstract and derived types store expose "subtype" properties
More work on detecting when picking a ranged ability (shooting a bow) would be a bad idea, eg. you'd shoot straight into a cliff-side or a big stone. A wee bit hard/time-consuming to test, so this needs more testing to confirm whether it works to a desired degree or not.
Dropped skinned items show the right skin
Fixed weapon skins not showing properly in third person (fucking gooseman)
DoPrepare automatically tags renderers skin0 if untagged - this is majority wanted behaviour
updated windows and lighting
unlockedSkins is redundant
AntiHack.projectile_protection 1 fix(ish)
Numerous UI tweaks. Desire text generation simplified
fixed error with old turn action trasitions
Momentum moved out of DecisionPlan and into GoalPlan
Quick craft shows amount in queue
Moved upgrade notices closert to the belt bar, less obstructive
RUST-1097 Streamer mode should mask ownership
RUST-1073 PRERELEASE - Voice chat not working after initial use
A minor improvement to adding player momentum to incoming variant.
- Take advantage of early exit opportunity in TrySetCurrentGoalPlanVariant when same goal plan but not a player command.
- If incoming variant is a player command, add momentum to its score.
- Behaviour Chain's decision score calculation was using the old multiplication method. Now finding average score through addition.
Office building material blend work, (wallpaper and carpets masks)
Airfield work backup
setup human turn anims to work when bool isTurning is active