199,178 Commits over 4,140 Days - 2.00cph!
Forest goblin chief uses the right skin.
Zero'd some prefabs.
Stateffect damage types.
Let's make the LODs use the right skin too.
Proper stats for wood sword.
Deposit All interaction for Buildings
Wood sounds for the wood sword.
Simpler water depth mask handling, more generic; updated rowboat prefab
Added and enabled instancing support on depth mask material
Nuked WaterDepthMask component
Adjusted the mummy bones to fit our VFX spawning system.
New King of the Hill class selection basics
Made rats and toadloks statuseffect vfx compatible.
Doing it without breaking all the animations too.
disable create button on career creation screen when clicked so you can't reclick it while career is being created
Fixed stunning other players throwing exceptions
Fixed status effects normalized time check not working at all
CareerStatHistory and CareerStatHistories protobuf defs
Some quality-of-life options added for game modes. Select specific belt slots, or always run.
Fix errors when firing guns with no CrimeManager in the scene.
wip CareerStatHistory serialization
Crab and Homo Crabbus VFX.
Spiders, rats & mummies VFX.
Werewolves & Toadloks VFX'd
Partial work on getting crimes/cops working again for Bill
Made the inventory stat tooltips behave nicer.
Elemental resist widgets on inventory screen.
update logo generator, adding image border check
Team rating now correctly calculated based on sum of all it's unit's ratings.
fixed GraphMaker shitness (divide by zero error)
fixed the 144 tooltip errors when shutting the game down :D
Unit info widget inspect button, layout improvements
Primary slot Emote behaviour now gated by resting and sheltered flags (must be false, to prevent people randomly standing up to emote when doing something else)
Added secondary slot additive idle & social module for Humans (for emotes, and conversations etc once they support secondary slot)
Prevent popupEditor create button press when asset name is null
Updated native dlls from Rust.Native (now on github, being built by jenkins)
Included pdb's for native dlls (!!)
Moved fire making behaviours into new Human-FireMaking module that is on the work DM
IsBusy condition no longer tests for the warmth module (checks for FireMaking instead)
fixed vehicle chassis not displaying correct material
Fixed friend list only showing one friend
Don't show "opening this will" stuff at the end of bags descriptions.