241,470 Commits over 3,867 Days - 2.60cph!
FOR FUCK SAKE town asset
!A material
Automated Linux DS Build #150
Automated Linux Build #150
Automated Windows Build #150
* Fixed Entity.IsRagdoll not working properly on client
* Added extra debug output for BASS.DLL Initialization
* Added test BASS.DLL config to hopefully help with weird "mp3s dont load with error 41" cases
* Cleaned up some inconsistencies in lua_entity.cpp
Updated RustBuilder to 5.3.1p3
Merging spherecast LookingAt in
Fixed items not having colliders
Some combat related tinkering, AttackEntity action tests
Fixed EntityCondition item filtering not working as intended
Fixed (potentially) some bugs in Unit movement related actions, callbacks etc
Some ActionChain refactoring, exposing behaviour, target and data through properties rather than drilling up into the AC from Action
Fixed Action HarvestResource not having a target
road_decals alpha cut-off quality improvements
Data : People now gather resources for unbuilt buildings, they will also find tools and construct the buildings once all resources have been deposited to the stockpile.
Code : Added "IsRequiredToolForBuilding" to the BehaviourChainBuildingFilterSet, which allows us to filter for Items that match the ID of the Building's required tool, accessed from BCD.
Automated Linux DS Build #149
Automated Windows Build #149
Automated Linux Build #149
Changes didn't make it on to Steam? Forcing rebuild *sigh*
Automated Linux DS Build #148
Automated Windows Build #148
Automated Linux Build #148
And fix the actual decompression of WorkshopDL files! :x
Automated Windows Build #147
Automated Linux Build #147
Added Awesomium panel hooks: OnBeginLoadingFrame, OnFinishLoadingFrame
Unbroke WorkshopDL when addons are already installed
- Bolt trade screen now works
- Renamed some classes/files
- More work for bolt trades
Behaviour chain DM filtering expansion, allows for filtering by entity type, ID and now testing against a filter specific to BCD data from preceding elements
Speedtree billboard shadows
Speedtree billboard shadows
More AO portability
Nutritional values derived from real kcal.
Owl - Forehand & backhand stand update
Cowboy - Added death anim
Owl - Forehand & backhand stand source update
Cowboy - Serve & death source update
Made Amplify AO fully portable; gbuffer-octa-encoding now optional normal source; no dependencies
Updated camera prefab
NRE catch in SpawnHandler
created large floorstones low and high and baked out high
Should fix GC in UDM (moved decision delegate to a method rather than a silly evil closure)
DSE only generates logging data when the DecisionContext.Myself.Agent is the selected for debug
-DecisionLog starts up with logging enabled, and automatically disables it on close too
Yanked SSAO Pro from main camera
- Added a simple placeholder Mission Reward scren that just shows rewarded bolts/wads when returning to town after a mission. You will need to trade them in at the vendor instead now.
- Can now press M when running in the editor to instantly complete the current mission and open portal to town