202,518 Commits over 4,171 Days - 2.02cph!
- Added a simple placeholder Mission Reward scren that just shows rewarded bolts/wads when returning to town after a mission. You will need to trade them in at the vendor instead now.
- Can now press M when running in the editor to instantly complete the current mission and open portal to town
Yanked SSAO Pro from main camera
-DecisionLog starts up with logging enabled, and automatically disables it on close too
Should fix GC in UDM (moved decision delegate to a method rather than a silly evil closure)
DSE only generates logging data when the DecisionContext.Myself.Agent is the selected for debug
created large floorstones low and high and baked out high
NRE catch in SpawnHandler
Made Amplify AO fully portable; gbuffer-octa-encoding now optional normal source; no dependencies
Updated camera prefab
Owl - Forehand & backhand stand source update
Cowboy - Serve & death source update
Cowboy - Added death anim
Owl - Forehand & backhand stand update
Nutritional values derived from real kcal.
Speedtree billboard shadows
More AO portability
Speedtree billboard shadows
Behaviour chain DM filtering expansion, allows for filtering by entity type, ID and now testing against a filter specific to BCD data from preceding elements
- Renamed some classes/files
- More work for bolt trades
- Bolt trade screen now works
Added Awesomium panel hooks: OnBeginLoadingFrame, OnFinishLoadingFrame
Unbroke WorkshopDL when addons are already installed
Automated Linux Build #147
Automated Windows Build #147
And fix the actual decompression of WorkshopDL files! :x
Automated Linux Build #148
Automated Windows Build #148
Automated Linux DS Build #148
Changes didn't make it on to Steam? Forcing rebuild *sigh*
Automated Linux Build #149
Automated Windows Build #149
Automated Linux DS Build #149
Data : People now gather resources for unbuilt buildings, they will also find tools and construct the buildings once all resources have been deposited to the stockpile.
Code : Added "IsRequiredToolForBuilding" to the BehaviourChainBuildingFilterSet, which allows us to filter for Items that match the ID of the Building's required tool, accessed from BCD.
road_decals alpha cut-off quality improvements
Some ActionChain refactoring, exposing behaviour, target and data through properties rather than drilling up into the AC from Action
Fixed Action HarvestResource not having a target
Fixed items not having colliders
Some combat related tinkering, AttackEntity action tests
Fixed EntityCondition item filtering not working as intended
Fixed (potentially) some bugs in Unit movement related actions, callbacks etc
Merging spherecast LookingAt in
Updated RustBuilder to 5.3.1p3
* Fixed Entity.IsRagdoll not working properly on client
* Added extra debug output for BASS.DLL Initialization
* Added test BASS.DLL config to hopefully help with weird "mp3s dont load with error 41" cases
* Cleaned up some inconsistencies in lua_entity.cpp
Automated Windows Build #150
Automated Linux Build #150
Automated Linux DS Build #150
FOR FUCK SAKE town asset
!A material