202,636 Commits over 4,171 Days - 2.02cph!
Automated Windows Build #615
squad editor wip UI, unit button audio
added sea edge to new island01
Well fed effect kicks in at .9 nutrition instead of .95
Carrots buff nighttime sight by 15%, not all sight
Moved TerrainFormer menu item to Tools/
Moved all Desire creation to the new system
Lets not edge scroll when playing from editor.
Fixed boosting, added new scene
footsteps added to sad walk
EntityViewPrefab holds ref to source asset directly, not guid... ensured that updating views retain interaction position data etc
large hut assets ready to be updated
premade formations, squad editor work
Fixed boosting, network startup
error audio when trying to exit squad editor with invalid squad
added temp prop max files. tweaked truck_4 so back isnt colourable
Added error messages tips when in opponent state and you try and do stuff
Building renderer mapping data moved out of BuildingView
audio defs can now specify volume, music volume lowered
Fix for incorrect combat ability being set as active
more footsteps to walk anims
Simplified high external wall occluders; now single face double-sided and removed uv and color channels
Added occluder cracks to high external wall wood
BuildingVIew/BuildingEditor fixes
Updated occluder mat to double sided
Automated Windows Build #616
Fixed burner visual range, lowered volume of attack mode sound
Fixed quit command not found in server console
Reduced player disconnect kill delay to 5 seconds (RUST-1030)
Change Combat Ability ability merged into Move Towards Target
fixed the data properly this time (hopefully)
Improved how we gather and display Blackboard read/writes in editor
NRE test unitCollectionView seems necessary.
Bear footstep effects drop decals again
Added "alpha" option to render.Capture (def true), set to false to disable alpha(make it full opaque)
Automated Linux Build #617
updating small buiding pelts
Automated Windows Build #617