201,448 Commits over 4,171 Days - 2.01cph!
StatComparisonConsiderationSettings stat type selection draw attrib
Renamed a consideration for clarity
UDM decision log BC element/variant failure will print raw asset name + type rather than override
Temporarily removed LOS check from combat ability selector
airfield work backup - loot spawns, doors, barricades and covers
Consideration contribution sliders lerp color
Data save
Consideration contribution error warning UI
FOR FUCK SAKE more asteroid block tweak and added WIP doorway for rotorz
FOR FUCK SAKE missing asset
barricades no longer unlock at level 200
fix for harvesting not increasing ownership on stacks
potential fix for splitting erasing owners??
fixed not earning xp eating directly from trash piles
no xp from eating raw/burned foods
Minor Behaviour event refactoring
Navigation listener for behaviour complete
Added avoidance setting to appropriate navigation event
-fixed alignment of crossbow viewmodel when aiming down sights
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Automated Windows Build #378
Automated Linux DS Build #378
fixed a bunch of ownership bugs (hopefully)
-stacking items erasing owners
-spltting and restacking erasing owners
removed debug.log from xp earn notification
Let's see if it's ogg conversion that's breaking assetbundle builds
Added a couple more tasks to the tutorial (not quite working as intended yet)
Fixed Activity Triggers not actually checking the activity sub type
Back to ogg for music. Let's see if it's the custom editor stuff?
What if we remove all the music code and only include music wavs/meta files?
fixed unarmed idle being offset into the ground
Let's see if this fixes it
stopped animator idle confusion with isInjured and isExhausted, will always play isExhausted over isInjured as isExhausted will finish sooner
StatsUtility stuff, Human constructor adds all skills and needs via enum arrays
Fixed + catch skill related NRE in Combat+Callbacks
HumanView connects all AP fixed joints to the root RB
Fixed ores on Barren not counting towards world population count when loaded from a save (RUST-1112)
Fixed Animation component setting bad speed values, also return in Tick if Unit is dead
Removed FixedJoint from AP, updated human prefabs
added unit dead state to human dying so ragdolls happen immediately