255,171 Commits over 3,990 Days - 2.66cph!
check in of missing wolf anims
Verified that community UI works
Verified that community UI works
Fixed fucking camera bullshit.
- Laser Rays can now be set to start active
- Placeholder moving quad laser enemy prefab
RUST-678 Shadow distance & shadow cascades not saved to cfg
third person anim source for throwing
RUST-1071 Better player feedback when cancelling an item in crafting queue
Reverted to slower build process that actually works gfy unity
Re-wrote Combat attack speed and callback timeouts to use TOD datetime and game speed multiplier
- New WIP area 2 enemy, vacuum launcher
Fuck you unity and your shitty prefab bullshit you absolutely cocktrumpet
Tooltip screen pos entity fix
WaitForUnitFlagChange EndImplementation fix
Tooltip alignemnt stuff
- Added some randomness to bouncer charge
- More work on area 2 enemy
RUST-1077 ServerMgr.Xp.GetAgent bug
Staggered unity launching
Removed EntityTooltipWidget, functionality ported to TooltipWidget
added city_2 scene with new hex blocks, better road width and simplecity buildings on
trying to add skinning to deer corpses but unable to make it despense hides
added hide view model
added generic clothing item view model and assigned it to clothing items
updated default importer settings to auto turn on colliders in item meshes
Fixed TooltipWidget not being added to the UIManager's element list
Added timeout deactivation to TooltipWidget, also deactivates when the source TooltipElement is null
UnitCommandsWidget deactivate after init
UIWidget.IsActive defaults to true in base init
Reverted accidental controller change
UnitCommandsWidget only active when the player has a unit selected
WaveAt Ability has same species condition
- Booze Burner behaviour tree
- Accelerate action node can now be set to accelerate away from target
- Flamethrower script reworked to just be a toggle and damage logic, toggling moved to behaviour tree
- Deleted some shit
Fixed corpses not getting their isCarried animator param set
Minor tweaks to WaitForStatSettings
Set confidence multiplier to 0 on all Abiltiies and Interactions
Disabled "single unit" controller mode, for now
Perception condition fix
Added perception checks to various combat AI goals, plans and abilities
UIManager player/entity interaction checks for cursor moved to SmartObject member
Added Clear Combat Target behaviour to common combat AI module
Added ClearCombatTargetAction
CanPerceiveTarget -> CanPerceiveEntity condition rename, enum modes and blackboard support
Added CanPerceieveTarget Condition
TaskWidget Animator assignment
GUI scene save