201,593 Commits over 4,171 Days - 2.01cph!
rebuilt animal skin view prefab
Recreated all the prefabs in the world apparently
UnitView auto capsule collider gen
Player interactable mask fix
Stop UnitVIew disabling root collider in SleepRagdoll
ItemView interactable trigger gets x 1.25 size
Fixing decor foliage prefabs having navmesh obstacbles and no BMO component
Automated Linux Build #11
Automated Windows Build #11
Automated Linux DS Build #11
Added utility to update all building definitions.
Fixed by UNITY_EDITOR ifdef
FOR FUCK SAKE set pipe gate collider as convex
FOR FUCK SAKE wip glass for pipe entrance
Fixed car spawns and materials.
Reverted rust/std transmission changes
added knife item and temp knife icon
knife.asset has changed, must have not got all data saved before checking in last checkin
added unitdeadstate to dying as a quick way to make it bypass the dying anim, I didnt want to remove it as it would break the links in all the override controllers and may add back in later
Added some senses related stuff to certain effects.
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- Added remaining charges display to ability buttons
Tree stump materials didn't have horizont occlusion
Moving all EntityView Interactable collider setup to editor side view creation utility classes (now static, moved out of EnitySettingsEditor types)
Adding forest clutter: dead tree logs models/lods/prefabs
Update view origin, angles and directions for all views - fixes sprites not facing the correct direction in mirrors/water reflection
Automated Linux Build #361
Misc editor refactoring. EntityViewEditor parity with some debug tools display
Automated Windows Build #361
Touched water shaders to fix out-of-date staging
Automated Linux DS Build #361
- Added WallHit delegate to BaseProjectile
- Buzzsaw now starts returning when it hits a wall
- Bit of BaseProjectile cleanup. If anything goes wrong it's probably this commit.
- Barrier/barricade ability now allows the player's projectiles to pass through
- Patchers now fire more aggresively
- Reduced amount of cash dropped from crates, but increased chance of cash drops over items/abilities
Implemented throw weapon AH protection (throw_protection, throw_penalty)
Started new mission UI
Passing truck collision through to missions
set up aim throwing for longsword & salvaged cleaver
Attack entity repeat delay cooldown test (RUST-1043)
- Reduced chance of bouncers spawning
- WIP bouncer rework (bigger, faster and with charge attack (needs wind-up still)
- Cocktail launcher now auto not single click
Additional road prefab, broken type, no pavement