199,411 Commits over 4,140 Days - 2.01cph!
waterbarrels prevent building fix
- Single plasma turret tile
- More room work
- More gameplay tweaks, reduced spawn budgets
new open radial menu sound
Lifted sleeping pose to fix looting exploit
A bunch of data changes apparently
Moved default stat init to Human and Animal, out of base Unit
Fixed missing music in tribe create
Clutter psd file for the crap that shouldn't be in the mains.
Updated start pose of wake up anim
Entities send network update if their slot is set on the server (fixes some weird situations, mostly regarding doors & locks)
UI sound level adjustments
fixed holes in low poly mesh, starting to unwrap
Some door code cleanup to narrow down RUST-559 & RUST-793
Fixed regression that sometimes skipped entity linking when placing building blocks
DispenserParameters supports multiple interactions per item
TakeFromDispenser calculates the dispense/wait time per item
Addded SkillUseParameters
Repdoction gestation period is in days, not months
All units now produce a meat-filled corpse when dead
Rabbits are no longer meat loving omnivores
Berry bushes once again provide berries
Trees are made of logs, whould've thunk it?
Campfires burn stuff again
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unwrapping beep truck, unwrapped back doors, lights, side panel etc
Fixed that the door animation was stopped one frame too early (RUST-559)
Fixed NRE in Unit.Relationships
Added some more consumable effects
Fixed NoAmbience benchmark using rain weather settings
Forced ambience convar setting in benchmarks
Update interaction positional data on Campfire, Pine Tree, Tall Pine Tree
Added "Apply Vertex Color" option to some rust/standard shaders; multiplies v.color rgb by albedo base (std, std-spec, cloth, cloth-spec, skin, terrain-blend)
Removed keyword used in "Apply Vertex Alpha" and switched to alu instead
Fixed infinite idiocy in Resource/Dispenser
More dispenser/resource cleanup
Fixed rust/std blend layer shader compilation errors
Merged shader changes from main
Added fog benchmark
Removed fog from rain benchmark
Rework of dispenser interactions to support multiple interactions with their own tool and gather rate.
Skills have been added to the Resource editor section but don't yet do anything.
InteractionSettingsWrapper dervies from DataParameters for unique ID
InteractionPlanData stores DispenableItemInfo and DispnserInteractionWrapper (sorry ptrefall)
Removed IsCarryingRequiredTool condition, merged into CanFindRequiredTool
UDM/BCD filtering tweaks to allow for filtering IPD for machine required items
Fixed data where DispenserItemFilters were being used and had lost information
Fixed radial menu having a default layout distance of 0
Fixed campfire missing machine interactions
GUI tweaks
Fixed warning in rust/std cloth shader
wip test code + shadow mask computation fix for log z
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Some scattering and fog fixes
Touched water shaders
Sleeping anim .meta change
Confidence in Decision is now integrated with "other_bonuses" in Decision Context.