201,599 Commits over 4,171 Days - 2.01cph!
MoveState cleanup, fixed the same bugs AttackState had with cursor logic.
Change heal highlight colour slightly
Added UnitListsEventArgs which is used by the range indicator events. Event how receives a list of friendly buffable units and a list of enemy damagable units
▅▉▊▄▄█▄▄▆▇█▅ ▅▇█▊▊▍ ██▆ █▆▋.▄▌█▌▄▌▍, ▄▄█ ▍█▊▉▆▇▊▇▆▌.▋▅▉▉▉█▍▉▄
Fixed error when packing materials with default metallic texture or RGB-only
Fixed health bars not updating on tile fall death
Fixed error when packing default standard shaders
Hide the keyboard number key on unit portrait when unit dies
Skip packed materials during analysis
Bin loot. Drug producer tweaks. Options fixes.
Friendly range indicators
Tweaks to ore nodes:
-Increased brightness to stand out more
-Sulfur nodes show a more distinct yellow hue
-Metal nodes show more oxydization
-Stone nodes are overall more desaturated, more grey to stand out against other nodes
-Added Gibs models for every node picking stage (to be implemented later @helk)
-Snow biome nodes should be more visible and easier to differentiate
-Nodes are overall slightly smaller
-Cave ores are much smaller
Lots of little ai tweaks.
Added asset store heal particle pack, added healer heal effect.
Added CastAttackView which can do damage or buff effects depending on target.
Added load_texture_from_cache and save_texture_to_cache
Skin texture cache is now implemented in native code (GC free)
Skin texture cache read and write are running in a thread (no longer stalls when disk is busy)
made a shitty placeholder healer attack anim so it at least has something
Updated plugins (Rust.Global & Rust.Workshop)
placeholder Healer idle anim and state setup
created building prefab and added to trim scene
cloud mesh generation WIP
enforce correct particle system shape settings
fixed map meshes being on the wrong layer, colors fuckeries
Let's fill in all the triangles of the mesh
Item producer works a bit nicer.
Fixed clouds fade color/tinting hookup
get correct day/night TOD cloud color from shader globals
positioning of surrounding cloud particle things
removed TODO comment because I actually did the thing
more particle system safety, prefabs
stop/play surrounding particle systems
fixed things being in the wrong place