201,214 Commits over 4,171 Days - 2.01cph!
Moving all EntityView Interactable collider setup to editor side view creation utility classes (now static, moved out of EnitySettingsEditor types)
Adding forest clutter: dead tree logs models/lods/prefabs
Update view origin, angles and directions for all views - fixes sprites not facing the correct direction in mirrors/water reflection
Automated Linux Build #361
Misc editor refactoring. EntityViewEditor parity with some debug tools display
Automated Windows Build #361
Touched water shaders to fix out-of-date staging
Automated Linux DS Build #361
- Added WallHit delegate to BaseProjectile
- Buzzsaw now starts returning when it hits a wall
- Bit of BaseProjectile cleanup. If anything goes wrong it's probably this commit.
- Barrier/barricade ability now allows the player's projectiles to pass through
- Patchers now fire more aggresively
- Reduced amount of cash dropped from crates, but increased chance of cash drops over items/abilities
Implemented throw weapon AH protection (throw_protection, throw_penalty)
Started new mission UI
Passing truck collision through to missions
set up aim throwing for longsword & salvaged cleaver
Attack entity repeat delay cooldown test (RUST-1043)
- Reduced chance of bouncers spawning
- WIP bouncer rework (bigger, faster and with charge attack (needs wind-up still)
- Cocktail launcher now auto not single click
Additional road prefab, broken type, no pavement
Transparent layer tweak (RUST-842)
Load mainmenu from scene (not scene2prefab)
Load mainmenu.serverbrowse from scene (should do this for all mainmenu subpanels tbh)
ingame menu background tweaks
Redone options screen so it doesn't look like a hairy bag of dicks
Options turns bloom off works
Option to turn motion blur off
Server history scroll speed
Key bind option for craft menu
Water quality defaults to high
Tooltips for some options
- Started Asteroid tileset / room / flow / archeteype / prefab setup stuff
Should fix #harvest pumpkin tooltip
Disabled UI dithering until we can come up with something that isn't shit
Fixed front page news header image bugs
Remaining entity view creation/update code moved to util classes
EntitySettingsEditor view management improvements and bug fixes
Adding watch tower staircase models and prefabs
Attack entity repeat delay cooldown test 2 (RUST-1043)
Fixed BaseMelee editor / standalone inconsistency
New perception calculations (probably need a lot of tweaking)
trying to fix ragdolls going crazy (not much luck)
Projctiles ignore anything on the Units layer that isn't a hitbox (hack)
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Started on Desire refactor.
Updated main menu backgrounds
Automated Windows Build #362
fixed ownership xp distribution
working multiple owners
save/load fixes
crafted items have ownership
resource dispenser created resources have ownership based on tool/instigator
Automated Linux DS Build #362
Attempt at fixing revz graphic distortion/feedback when using low quality + near draw distance (RUST-987)
Big changes to combat AI. Still quite broken right now.
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Added 2 new materials for spawnmenu and fixed some PHX materials becoming completely invisible when they are rendered with alpha < 255