200,023 Commits over 4,140 Days - 2.01cph!
- weapon ammo clip and reloading test
- Weapon clip size can now be set per-weapon (setting it to 0 doesn't require reloading)
Added arrow damage type (no longer using the same as bullets)
Structures no longer take damage from arrows
Arrow damage type impact effects and headshot sound
Fixed missing exit transition on HumanController.Emotes state
Reduced bow / crossbow headshot damage multiplier to 1.25
- Reduced factory length
- Reduced start shields to 1
- Added aware of player check to bouncer AI behaviour tree to stop them being charged and flying at you as soon as you enter their room
Fixed units creating invalid desires when hungry
Fixed NRE in CombatAbilitySelectorSettings (not all Units have an Items component!)
- Removed confusing XP stuff from UI
- One item is rewarded after completing a level
Fixed most if not all missing refernces to old default UI icon that somehow got fucked by a merge
- Removed the camera zoom levels
Expose all behaviour to the player via the UnitBehaviourWidget (no more exposure flag checks, for now)
Improved UnitBehaviourWidget cancel behaviour logic, fixed potential index out of range exception in BehaviourChain.OnBehaviourCompleted
Removed a legacy socket mod from tool cupboard (forced a huge distance between walls and cupboards)
Tool cupboards can no longer be placed on foundation stairs
Removed obsolete protection property info from game manifest
crafting cost reduced for mid/high end melee weapons
Increased arrow headshot multiplier to 1.5 to maintain one-shots when not wearing any head protection
- Pipe glass windows can now be shot to be destroyed
- Rebuilt factory rotorz + tileset scenes
Animation.ResetAnimatorParameters is less stupid, bool and trigger params are cached in their own arrays
stopped human exhausted walk being so slow and made exhausted idle play/loop
also added stabiliseTorso bool to be used with upper body animation
Updated player belt logic to support selecting stuff on belt.
high end weapons are found a bit less often in radtowns
trash piles refresh their contents (including xp on opening) twice as fast
Unit commands modals disabled button state and animation tinkering
vm pickaxe now the right way round RUST-560
updated vm pickaxe source with correct orientation
FOR FUCK SAKE room prefab, gate collision
!A asteroid scene
FOR FUCK SAKE update cloud material/ rebuilt room
Decoupled water reflections from water quality; now controlled separately in graphics options
Added much faster medium quality water reflections now default value
Shader level no longer affects water quality; full control now in water quality and reflections
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tweaked the spear 3rd person pre-throw animations.
added new 3rd person pre-throw animations for the rock
Music! (still disabled via music.enabled convar by default for now)
added sleeping pose to the player animations