256,193 Commits over 3,990 Days - 2.68cph!
Reverted tick linker changes from previous changeset
Update Amplify
Removed half-height proper
Stopped selling/spawning limited halloween items
Unlocked Owl, Added serve and serve walk
foundation.steps twig conversion update
- Renamed BuzzSaw script and Buzz Saw now uses only active entitites as targets, and gets the list once at launch
- EntityAnimation can now set all it's BaseEntities to not active on start
Fix for Rust-121 - Amored doors have an additional offset
- More Active entity reworking
- Stat linkers are updated every tick (ptrefall pls confirm intent)
- StatLinkerBasic has two operator settings (ratio and difference)
- Added World.OnWeatherChanged event
- FuelToEffect MachineProcess will stop the when the weather changes to something wet (rather bespoke handling for fires that feels hacky as shit)
- Fixed Starving Effect not triggering
Automated Linux DS Build #37
Automated Linux Build #37
Automated Windows Build #37
Enabled a some EP2 Alyx stuff - Entering Jalopy, etc., Fixes d3_breen01 map getting stuck
FOR FUCK SAKE asteroid model/ optim /prefab/particle/collision/texture
Automated Windows Build #36
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reload single bullet for shotgun
Automated Linux DS Build #35
Automated Linux Build #35
* Fixed Combine Mine leaving looping sound behind if removed while the sound is playing
* Fixed a bug with Bugbait and Grenade weapons where you can have both stuck in unusable state
* Fixed SF_TRIG_TOUCH_DEBRIS not working in any tigger entity
* Fixed Weapon.GetActivity() not returning any values
* Added Weapon.GetWeaponViewModel() - returns string
* Added Weapon.GetWeaponWorldModel() - returns string
* Added Weapon.GetWeight() - returns int
* Added Weapon.HasAmmo() - returns bool
* Added Weapon.AllowsAutoSwitchTo() - returns bool
* Added Weapon.AllowsAutoSwitchFrom() - returns bool
WeatherSettings now stores a list of EffectSettings, which are applied globally when weather changes.
tweaked the player's turn in place animations
added water splash fx for when the player is treading water/swimming above waterline
NeedSettings StatClass property returns correct type
- Agent.AttributesAndSkills renamed to Agent.Stats
- Remade StatCollections for all Agents
- Needs are now Stats
- Rewrote methods in Agent+Stats. Added generic methods for GetStat and HasStat, with type specific overloads for convenience
- Removed Need Triggers
- Removed Need related Conditions/Considerations and Actions
- Removed NeedManager
- Removed redundant AttributeManager
- Removed un-used AttributeStat/AttributeStatSettings (leftovers from testing ptrefall?)
- Misc GC opt. in various scripts (foreach removals mostly)
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Automated Windows Build #34
Automated Linux Build #34
Fixed bad scoring in Machine process ValueOfInput
Automated Windows Build #33
UI cleanup, considerations for machine (fire) item input and tribe "requirements" are no longer boolean but instead return a value (see Machine.ValueOfInput)