255,112 Commits over 3,990 Days - 2.66cph!
trying to fix ragdolls going crazy (not much luck)
New perception calculations (probably need a lot of tweaking)
Fixed BaseMelee editor / standalone inconsistency
Attack entity repeat delay cooldown test 2 (RUST-1043)
Adding watch tower staircase models and prefabs
Remaining entity view creation/update code moved to util classes
EntitySettingsEditor view management improvements and bug fixes
Disabled UI dithering until we can come up with something that isn't shit
Fixed front page news header image bugs
Should fix #harvest pumpkin tooltip
- Started Asteroid tileset / room / flow / archeteype / prefab setup stuff
Server history scroll speed
Key bind option for craft menu
Water quality defaults to high
Tooltips for some options
Load mainmenu from scene (not scene2prefab)
Load mainmenu.serverbrowse from scene (should do this for all mainmenu subpanels tbh)
ingame menu background tweaks
Redone options screen so it doesn't look like a hairy bag of dicks
Options turns bloom off works
Option to turn motion blur off
Transparent layer tweak (RUST-842)
Additional road prefab, broken type, no pavement
- Reduced chance of bouncers spawning
- WIP bouncer rework (bigger, faster and with charge attack (needs wind-up still)
- Cocktail launcher now auto not single click
Attack entity repeat delay cooldown test (RUST-1043)
set up aim throwing for longsword & salvaged cleaver
Started new mission UI
Passing truck collision through to missions
Implemented throw weapon AH protection (throw_protection, throw_penalty)
- Patchers now fire more aggresively
- Reduced amount of cash dropped from crates, but increased chance of cash drops over items/abilities
- Bit of BaseProjectile cleanup. If anything goes wrong it's probably this commit.
- Barrier/barricade ability now allows the player's projectiles to pass through
- Added WallHit delegate to BaseProjectile
- Buzzsaw now starts returning when it hits a wall
Automated Linux DS Build #361
Touched water shaders to fix out-of-date staging
Automated Windows Build #361
Misc editor refactoring. EntityViewEditor parity with some debug tools display
Automated Linux Build #361
Update view origin, angles and directions for all views - fixes sprites not facing the correct direction in mirrors/water reflection
Adding forest clutter: dead tree logs models/lods/prefabs
Moving all EntityView Interactable collider setup to editor side view creation utility classes (now static, moved out of EnitySettingsEditor types)
Tree stump materials didn't have horizont occlusion
- Added remaining charges display to ability buttons
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Added some senses related stuff to certain effects.
added unitdeadstate to dying as a quick way to make it bypass the dying anim, I didnt want to remove it as it would break the links in all the override controllers and may add back in later
knife.asset has changed, must have not got all data saved before checking in last checkin
added knife item and temp knife icon
Reverted rust/std transmission changes
Fixed car spawns and materials.
FOR FUCK SAKE set pipe gate collider as convex
FOR FUCK SAKE wip glass for pipe entrance
Fixed by UNITY_EDITOR ifdef