200,805 Commits over 4,171 Days - 2.01cph!
Automated Linux Build #421
Automated Windows Build #421
Automated Linux DS Build #421
█▉▍▊▉ ▊▆▊▍▅▄▊█ ▋▋▌▊▋▉▌ ▌▆▄▉▌▋▉▅▊ ▉▍▅▊▌█ ▍▋▋▉ ▉▊▄█▊ ▄▊▍▆▇▉▄▌ ▌▊▋▅▉▇▋...
BaseEntity physics toggle optionally ignores triggers
Tweaks to trainyard colours
Closed off the lighthouse for now
Remove Social restrictons from SocialRoleDefintion
* Updated No Steam User error message with Steam Family View stuff
* Fixed RPG spamming sounds on first equip in multiplayer
* Renamed IMaterial:GetVector to IMaterial:GetVectorLinear
* Added IMaterial:GetVector that returns proper 'unclamped' values
Automated Linux Build #422
Automated Windows Build #422
Automated Linux DS Build #422
tortoise model and animation improvements
tortoise source
drums
human latest
* Fixed a crash when dynamic props are created too early
* Switched ClientLeafSystem from ushort to uint (from upstream)
Automated Linux Build #423
Automated Windows Build #423
Automated Linux DS Build #423
Better frame rate independence for fully automatic weapons
▉▊▄▍▍▌▊ - ▄ "▌▌▉" █▋▍▌▆▉▆▄ ▆▉▅ ▅▊▆ ▌▍▊▍▌▊▊▌█
Automated Windows Build #424
Keep displayed and reported performance data separately
Update FPS counter in menus as well (only exclude menu FPS from reported stats)
updated buildings to be the same scale (~1 instead of 0.01) and all use the same animation controller system
Automated Linux DS Build #424
Log error when referenced decor folder is empty
ActivityManager holds an ActivityTypeDefinitions asset, acting as a database for enum data mapping (activity string templates, namely)
Some Reproduction cleanup, added Activity generation for pregnancy
Fixed UnitSettings.Create not adding the Unit to the created group when none is supplied
Keywords stuff
cough anim with triggerCough
Fixed invalid decor reference (RUST-1225)
Forced color grading to be enabled
freezing hot and cold emotes
Fixed Triggers grouping in DataBrowser
ActivityNotificationsWidget no longer uses a Queue, always shows newest notfiication on top
ECS tick only removes old components once a complete tick has been completed
Don't tick components on destroyed entities
EntityManager.Tick tweaks
Correcting articles in front of vowels. Untested for now, and unsure whether we really want to do this (as it proved a wee bit complex), or if we just want to have a keyword for it instead... Hence I branched it.
Cleaned up some Triggers.
Added crossfade to MusicManager.
Added TribeActivityTrigger, TribeMemberActivityTrigger. Replacing ActivityTrigger
Desire related mood Effects no longer expoed to player