201,115 Commits over 4,171 Days - 2.01cph!
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- Commented out camer cullign debug line
Bleeding now is attached to it's unit.
made mudhut base deeper and have less of a lip
init randomNumber on units in animation prefab so I can modify the idle speed with it to stop animals idles syncing up
Updated truck with right materials
FOR FUCK SAKE wip room script, commenting unfinished part
triggerTurnL and triggerTurnR setup for human but needs hooking up via code
Fixed muzzle mods missing from asset bundles (RUST-963)
DM and Action Run is still on Sim Tick, while some other things that's got to do with Behaviour Chain ticking has been moved onto the ordinary Tick.
Added decal renderer and bullet impact decals.
Building blocks store a unique building ID (all building blocks that belong to the same building have the same building ID)
Network++
improved mud 01 roof and base
Updated plugins VS solution to allow compilation with XS
remade hex pieces with new road width
Added reporter
Added rotate function for hex grid
Switch to paint mode
updates to bone throwng vm anim source
first pass sloth using the bear as a base
reimported asset stats from google drive
Increased range that weapons can be picked up at
created new resolution roads and hex system and exportede
added exhausted and idle triggers to bear and deer
added new city blocks to new scene and combined to make test city
Updated city scene
Changed mission queue layout
Updated inputs
human anims setup to take injured and exhausted
Added code generation for StatsComponent+Properties
made buildings lower, tidied up hex blocks and added to scene. added fog and lighting
Added auto-generation of stat getter methods that should support caching
actual fix for the sloth (had forgotten to put body in the mesh name)
Updated paint mode scene lighting
latest art changes to human deer bear and some huts
added sloth
updates to vm source files
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Made everything use the new get methods and properties associated with stats
Starting values for stats set in OptionsManager are now correctly set for player's tribe
Tweaked water / landmass ratio