200,808 Commits over 4,171 Days - 2.01cph!

8 Years Ago
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)
8 Years Ago
Add testmap_smaller to the build list so I don't have to keep adding it for testing
8 Years Ago
Give testmap_smaller a commercial plot.
8 Years Ago
Update gang building asset ID
8 Years Ago
Gang members can use their gang leader's buildings
8 Years Ago
WIP tribe create/customsiation redesign
8 Years Ago
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)
8 Years Ago
UI Soft masking
8 Years Ago
Glint highlight wip
8 Years Ago
Fixed door interaction state bug
8 Years Ago
Different FreeImage texture caching strategy that shouldn't fail with queued rendering
8 Years Ago
Construction skill now gets raised when depositing items to a building in construction (skill gain was tied to old construction system)
8 Years Ago
Forgot to save
8 Years Ago
Slot highlighter
8 Years Ago
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)
8 Years Ago
Tooltip widget now positions while animating, fixes that weird hitch on the tooltip when you mouse over something
8 Years Ago
wolf anim changes
8 Years Ago
wolf and human swim
8 Years Ago
block is now taken from the unit def set all the unit block values, updated dmg calculations and displays to use these values
8 Years Ago
merge from main
8 Years Ago
merge from smalluments
8 Years Ago
- 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.
8 Years Ago
added new arm mesh to rig source
8 Years Ago
Mission updates cash now. Stops cash from spawning.
8 Years Ago
Attempt to fix RUST-1760 ("You cannot have more than 262143 Colliders enabled in total" spam while loading a save)
8 Years Ago
branched wip background queuing stuff
8 Years Ago
Attempt to fix RUST-1761 ("Sub-emitters must be children of the system that spawns them" on Hapis)
8 Years Ago
Subtracting smalluments (will re-add later with other wiping changes)
8 Years Ago
fix for build breaking maybe
8 Years Ago
fix maybe take 2
8 Years Ago
Reapplied smalluments
8 Years Ago
Network++ Save++
8 Years Ago
more
8 Years Ago
Stunt detection, flips and spins
8 Years Ago
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.
8 Years Ago
Second attempt to fix RUST-1760 ("You cannot have more than 262143 Colliders enabled in total" spam while loading a save)
8 Years Ago
merge from main
8 Years Ago
some cleanup
8 Years Ago
detail dressing pass gas station
8 Years Ago
saved sidetunnel max
8 Years Ago
* 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 )
8 Years Ago
8 Years Ago
Third attempt to fix RUST-1760 ("You cannot have more than 262143 Colliders enabled in total" spam while loading a save)
8 Years Ago
Merged in 2017.1
8 Years Ago
* Added CNavLadder.Disconnect( CNavArea )
8 Years Ago
Merged from main
8 Years Ago
added sidetunnel dirt to props and added to scene
8 Years Ago
Testing/Uncovering crash bug.
8 Years Ago
PrefabParameters now contains a priority Monuments are ordered by priority when placed
8 Years Ago
progress