201,108 Commits over 4,171 Days - 2.01cph!
Cowboy - Added death anim
Owl - Forehand & backhand stand update
Nutritional values derived from real kcal.
Speedtree billboard shadows
More AO portability
Speedtree billboard shadows
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
- Renamed some classes/files
- More work for bolt trades
- Bolt trade screen now works
Added Awesomium panel hooks: OnBeginLoadingFrame, OnFinishLoadingFrame
Unbroke WorkshopDL when addons are already installed
Automated Linux Build #147
Automated Windows Build #147
And fix the actual decompression of WorkshopDL files! :x
Automated Linux Build #148
Automated Windows Build #148
Automated Linux DS Build #148
Changes didn't make it on to Steam? Forcing rebuild *sigh*
Automated Linux Build #149
Automated Windows Build #149
Automated Linux DS Build #149
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.
road_decals alpha cut-off quality improvements
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
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
Merging spherecast LookingAt in
Updated RustBuilder to 5.3.1p3
* 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
Automated Windows Build #150
Automated Linux Build #150
Automated Linux DS Build #150
FOR FUCK SAKE town asset
!A material
- Added Bolts currency to gameplay UI
- FIxed bug where currency not displayed correctly with new save
- Bolts now drop in levels off enemies and crates (2% chance per lootdrop for now)
Refactored Stat+Modifiable and Tickable partials to use FixedArray for grouping modifiers by order
RUST 487 - No collision on silos at train yard fixed
Refactored Stat+Modifiable quite a lot, no longer using events to deal with modifiers of different types being added or removed to the stat, instead it's all done within the Modifiable partial
Renamed Stat+Tickable to Stat+Tick, now simply handles ticking!
Added a "Change" type to StatModifierType, essentially ignored by most of the stat modifier system, instead on Add it just changes the stat's currentvalue (base) by whatever Value is defined in the StatModifierSettings
Fixed AddUnitFlag not working
Minor Effect stat mangement refactor for better clarify
WeaponParams boilerplate for weapon specific effects, stat driven damage and range limitations
Fixed some Effects adding the wrong flags