200,001 Commits over 4,140 Days - 2.01cph!
Refined some lightmap techniques. (WIP)
- Constructed() now checks the construction stats Maxed(), so buildings can have different construction requirements
- Made a House.
- Island should now sink faster the more buildings they have. Probably.
- Some construction UI stuff
Fixed missing decal shadow shader property error in some Rust/Standard based materials
Added base BeforeToolWindow, now used by CharacterMorphWindow, UnitAttachmentsEditor and new InteractionPositionEditor
Refatoring SmartObject Interactions, with support for per-interaction subscription limits and positional data, (still in progress)
Fixed radial menu showing the wrong behaviour name
Updated UI and networking
Fixed reverse issue
- Started implementing the different control modes as separate classes and switching between active modes
InteractionPositionEditor work, all positional data is now saved on the EntityViewPrefab level in SmartObjectSettings assets
- Started moving to scriptable object definitions for buildings.
- Added Construction static class for construction shit
InteractionPlan.IsAvailable fix
Improved error message when patch materials have failed to load
Cyclic entity parenting shouldn't crash the game any more
Automated Linux Build #243
Automated Windows Build #243
Automated Linux DS Build #243
- UI building menu is now automatically populated from any building scriptable objects at runtime
Added Server.queriesPerSecond
Added Server.ipQueriesPerMin
Fixed item stack overflow not overflowing into inventory etc (RUST-670)
- Consutrction UI now changes control mode and lets you place the buildings if you have enough resources.
- Some tweaks to the construction UI, shows resources needed.
- Added ConstructionCompletedEvent
- Added StatTriggerConstructionCompleted
- Other shit
- Setup island for animation
- Added a island bob and sound when placing a new building
- Fixes for island animations/parenting
- Added some UI defines and methods to format/colour stat based text
Support for a mutliple interactions "sharing" a single IPS
IPE updates
- WIP bridges commit before I fuck it trying to make it better
Merge from interaction_refactor
Updated mission dispatcher
Network updates
changed the buildings so they spawn in the item placement editor constructed
- More bridge work. Getting there
- NRE fix for when leaving bridge building mode
checking in some fixes tent anim controllers
Entity view managment inserts elements with correct default values
Fixed building view scale values
Removed Entity from EntityTypes enum
Fixed all bad BCD data related to the above enum change
Upped queriesPerSecond default
Data fixes
Default to Utlra quality
Radial menu runs condition evaluation on target SmartObject interactions (only shows those that pass)
Unit.Update no longer public or virtual, moved TickMorhs to UpdateMorphs
- Tired to make wood look more like wood would
Radial menu supports abilities and unit targets
Added AbilitySettings.ExposedToPlayer flag
Made some name fields in DataAsset [NonSerialized] (should stop weird name issues)
Fixed lighting mode tag in custom particle vertex lit and pixel lit shaders