199,328 Commits over 4,140 Days - 2.01cph!
Automated Linux Build #473
trying to make deer show how many bits of meat are left on them
meta file changes for some ase samples
Adding units to buildings
Removed last pieces of GameSaveData namespace from our code.
Automated Windows Build #473
Removed GameSaveData dlls and the ProtoLoader interface that accessed them.
Removed ExternalAssets folder, which contained the projects for GameSaveData.
Automated Linux DS Build #473
some kind of attempt at code to make the corpse meat chunks dissapear when used
Home & Rally buttons added to UI
Before/UI Mask ported to ASE
Restored the d1_trainstation_05 hack to the plugs
Automated Linux Build #474
Automated Windows Build #474
Automated Linux DS Build #474
Added some missing Profiler.EndSample in PlayerModel
Added role gain to some cooking interactions for testing purposes
Players get a vehicle control "item" when entering a vehicle that lets them control it when selected. Still in progress.
Only driver gets to drive!
Fixed decor NRE with pool mode 2
Merge from networking_fuckery_2
Network++
Reverted accidentally included Rust.Data.csproj change
Shipyard now has spawn point
- Doors always open outwards from the person who's opening it.
- Fixed some problems with running testconstuct now buildings are networked.
Working with integration of the Session concept in GameManager. Tried some directions that will be changed for next commit, so this isn't representative of the final direction necessarily.
Can convert unwanted steam inventory clothes into cloth (for no reason right now)
Properly cull PropRenderer at runtime (memory usage, performance)
Fixed IEditorComponent not being culled at all in client builds
- Auto start in server mode when running in batchmode
Added support for Seasonal sleep patterns
Moved some navigation related settings to NavigationParameters
Rally/Home icons
animal data; sleep patterns, diet, gestation
fixed time range overflowing
GoalSettings holds GoalRoleParameters
WIP Seasonal dietry stuff