255,464 Commits over 3,990 Days - 2.67cph!
Wall frame can no longer be placed after roof (fix for RUST-689)
Only defer the destruction of building blocks, destroy all other entities immediately when leaving a networking group
loot tables
researching an item not found in bp frag table costs 250 frags instead of 1000
added ceiling swinglight ( uses fuel for now )
fixed lanterns using wood for fuel
protocol++
Fixed interaction slots not having their state correctly set
WeatherWidget, made greenbox the default game scene
Time controls widget is a set of toggles, cleaned up some related code
Temperature levels, condition, removed old temp sim
Freezing and Cold Effects use new temperature level condition and insulation stat thresholds
Campfire provides a bonus to insulation
Stat sheet updated with Insulation values, imported
DecisionMaker settings now stored inline in AgentParameters
StatCollectionSettings now StatCollectionParameters, stored in EntitySettings
Remove DecisionPriorityLevel/DPL
Added unit movement mode switch to debug panel
syringe heals 5 health instantly and heals 30 over time
fix for chat bar selection issues
injure command is admin only
* Partially fixed ents.FindInCone ( Still need to figure out the angle argument )
* Added File.__tostring
* Added ConVar.__tostring
Melee trace uses a threshold to switch between the accurate best-hit trace and the inaccurate any-hit fallback
Updated skeleton damage multipliers
Melee weapons look for the best body part to deal damage to rather than just taking the first one they can find
Prefab mountain topology updates
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Fixed a couple more unit collection issues
* Fixed face poser not posing the last flex on some models (GitHub)
* Fixed npc_grenade_frag creating new effects when picked up by gravity gun without deleting the old ones
Fixed UnitCollections not destroying themselves properly
added unique human sprint anims
human locomotions are correct speed for anim system
imported latest csv stats
Physics events handled by EntityPhysicsListener component, manually added and set up by those entities that require it.
Fixed regression that caused rocks to occasionally overlap roads
Removed unused html files
Moved some SO collider setup to SmartObject because reasons
Fixed ents.FindInSphere clientside working as ents.FindInBox
Fixed the problem with DTextEntry
check it before I wreck it
working on high poly beep truck. added side panel, refined bonnet, created bonet latch and hinge
Added a VERY shitty hack to stop buildingdefinitions references from getting lost!
EntityView physics events dont use er, events
Started splitting network and gamemanager functionality
Added mission status UI
AllowedSubscriptionCount calculated correctly
Move smartObject.AllowedSubscriptionCount incrament to InteractionPlan constructor
Deincrament suscription change
-leftCtrl + lmb on unit = selects gameobject in inspector
-Fixing SO not checking for max Subscriptions and InteractionPlan too.
last checkin was the wrong file, this is the real fix for in combat while running glitch on the human
fix for in combat while runing glitching
Press F1 to select the currently selected Unit's view gameobject
Debug select only control
Ground/world clicks deselect all entities not just units, duh