200,808 Commits over 4,171 Days - 2.01cph!
Added the ability for Selectors to Hide from UI on fail like Conditions
Go Home ability now hides from ui while unit is sleeping (since we can't calculate if a valid path home exists while the unit is sleeping)
Add testmap_smaller to the build list so I don't have to keep adding it for testing
Give testmap_smaller a commercial plot.
Update gang building asset ID
Gang members can use their gang leader's buildings
WIP tribe create/customsiation redesign
Random destination selector will now fail if it couldn't find a destination (fixes units trying to swim at 0,0,0 on island_01)
Fixed door interaction state bug
Different FreeImage texture caching strategy that shouldn't fail with queued rendering
Construction skill now gets raised when depositing items to a building in construction (skill gain was tied to old construction system)
Added a machine fallback to the CreateMachineProcessActionDesireProcess (fixes not being able to give a player command to burn an item on a campfire)
Added a distance consideration to the GoSwimming goal plan so that swimming while idle is a bit less common (might need some tuning)
Tooltip widget now positions while animating, fixes that weird hitch on the tooltip when you mouse over something
block is now taken from the unit def
set all the unit block values, updated dmg calculations and displays to use these values
- Door class was getting a bit intense with the #if DEFINES. Split it into Door, Door.Client, and Door.Server.
- Refactored door interaction. It's now simpler with no more need to keep asking the server for the current state.
added new arm mesh to rig source
Mission updates cash now. Stops cash from spawning.
Attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
branched wip background queuing stuff
Attempt to fix RUST-1761 ("Sub-emitters must be children of the system that spawns them" on Hapis)
Subtracting smalluments (will re-add later with other wiping changes)
fix for build breaking maybe
Stunt detection, flips and spins
added a placeholder "searching" panel that pops in when you're queueing for a match, stays on screen across modes when queued, disappears when match found.
Second attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
detail dressing pass gas station
* Added CNavArea.Remove
* Added CNavArea.SetCorner( int corner, Vector v )
* Added CNavLadder.Remove
* Added CNavArea.ConnectTo( CNavArea/CNavLadder )
* Added CNavArea.Disconnect( CNavArea/CNavLadder )
* Added CNavArea.PlaceOnGround( int corner )
* Added navmesh.CreateNavArea( Vector corner, Vector opposite_corner )
Third attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
* Added CNavLadder.Disconnect( CNavArea )
added sidetunnel dirt to props and added to scene
Testing/Uncovering crash bug.
PrefabParameters now contains a priority
Monuments are ordered by priority when placed