252,892 Commits over 3,990 Days - 2.64cph!
merge from main (keeping my changes)
- Reworked the MenuUI to function as both Screen and Modal. The Menu is now shared between InGame and Menu GameStates
- Made GraphicsOptionsWidget handle option miniupulation direclty through script, less reliance on prefab-vulnerable event setup crap
- PlayerBuildingControls now allows for indepedant position and rotation control (click to confirm position, then rotate using the mouse and click again to confirm)
- Improved handling of mutli-select and rect select, exposed states to other systems in order to avoid input conflicts
- Fixed Wall creation not working
- Added Obstacle component to spiked wall building prefab
- Added Debug section to GameOptions
- Renamed unit_so_test scene to greenbox
- Nuked some old terrain assets
Fixed sign texture sometimes dissapearing
Added userinfo (like in source engine)
god is now a clientside userinfo var
Added userinfo skincol, skintex, skinmesh - for admins to change their skin (when making movies/screemshots etc)
Actually checking in the delete for that folder because I'm a dummy.
Fixed some burlap headwrap clipping issues. Updated a bunch of textures to use consistent (smaller!) sizes. Deleted an unnecessary folder.
Corrected materials on TENN prefab and fixed prop bone setup
rigged up the beancan grenade view model
created deploy / idle animations for the bencan view model
- Drag rect unit selection works now
- Cleaning up selection generally, removing unnessary delegate params and simplifying where possible
- Points spent in skill trees are now saved to disk and reloaded. Unlocked abilities are restored.
more reasonable minimum distance
Editor loadouts rust/wiki/Editor-Loadouts
- Weapons now save and restore their correct ammo prefab type and shoot the right thing when loaded again!
Refactored configs for characters
- Equipped items saving/loading of baseitems now works properly again and now re-equips the items properly and applies the correct loot item models to the player ship
Added ctrl + shift deselect when there are multiple units selected
- Fixed a bunch of warnings
- Removed missing components from some prefabs
- Deleted the old and unuse melee/ranged ship prefabs
Added smash to controller
bandages are once again a default blueprint WOW NICE
rocketlauncher starts with 0 ammo
- PlayerTimeControls now correctly toggles the correct UI Toggle for each gamespeed
- Made multiple select using left shift key work properly
- UnitInteractionStates now duplicates the Unit projector material
Unit selection tinkering (multi selection groundwork)
added some new intermediary walk/run animations for the bear
tweaked the playback speeds for the bear
Fixed NRE on server when reading client empty string
Scene cleanup. New foliage prefabs.
Rename new CRecipientFilter functions to AddPAS and GetCount
* Updated BASS.DLL to 2.4.11
* stopsound now also stops all BASS.DLL sounds
* Added Panel:GetZPos()
* Added CRecipientFilter:AddRecipientsByPAS( vec )
* Added CRecipientFilter:GetRecipientCount()
* Added second optional argument to CreateSound() - channel
Fixed another build error on Linux/OSX
Add a couple river sound variations and tune river sounds
Reduce volume of sand footsteps a touch
First pass at campfire and furnace sounds