200,796 Commits over 4,171 Days - 2.01cph!
CanPerceiveUnitsSettings implements Evalute(entity, blackboard) overload
GoalPlanVariant.SimTick returns if IsActive == false
NRE - ViewmodelAttachment.OnDisable (weapon with attachments into research table) RUST-1244 fixed
lr300 iron sights made accurate
Updated scenes, stoped decal allocation on server
Old Mine set, final meshes LODs and Colliders, ready to place prefabs
Misc & military tunnel update
RUST-1146 - Fixed invisible helicopter gibs if destroyed outside of network range
Spawner component refactoring/cleanup. Added align to normal, layermask support.
Added more options for GetGroundHeight/Normal to VectorUtility
DataEditor becomes DataBrowser
DebugTools lock selection button
Water splash fx material uses lit alpha blend shader
chagned hand positions in happy anim
Minecart final mesh LODs and Colliders, Prefab
Military tunnel update
tribal drumming loops added
Stat fields + defaults in IsWithinPerceptionRangeSettings
Refresh skinned mesh renderer bone cache when mesh changes (because of gender or race)
Removed Stat.CappedMaxValue, MaxValue handles caps itself
Chimney spiral strairs final mesh LODs and Colliders, Prefab
Military tunnel update
Fixed approaching targets in combat
player preview state anims
MeshReplacement and SkinSet also update the renderer root bone
player state transition anim source
More tweaks to approaching in combat
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flashlight emission point brightness increased
flashlight dust beam brightness reduced
Stat modifiers can now target max or current value
Fixed "minipulation" typo in all the things
Fixed IsWithinPerceptionRangeSettings not checking the right stats
Other refactoring
BaseEntity physics cleanup
Fixed bad casting in Stat+Properties
Effects now support keyword replacement in their descriptions
FOR FUCK SAKE doors with collider
!A spawning anim to fix the cubemap render
made the LR300 sit in the players hand better in 3rd person
fixed the IK positioning of the LR300
tweaked materials on hex blocks and truck to not be light at night. Tweaked TOD lighting settings somewhat, fair way to go
Fixed NRE in EntityView.OnDrawGizmos (cloned views)
Fixed bad path in SceneLoader
Scoring of roles.
Remains to properly enter and exit acts through the chain of acts for a Social, need some kind of callback to hook up to on Act finished.
- Troubleshooter gates 99% fixed
Added Unskilled SkillLevel
Removed SkillRequirement
Fixed ResoruceTypeDefinition fuckup
Combat Ability Selector logging
Modified the decal surface to allow position change before painting