256,234 Commits over 4,018 Days - 2.66cph!
FOR FUCK SAKE town scene/ asset
!A wip planet texture
Unit+Animation NRE catches to avoid errors for now, needs debugging (NRE ln75 RemoveAnimationEventListener)
Re-instated individual Agent ability storage, added IsGlobal flag to BaseBehaviourSettings (lazy because I don't want to cast to AbilitySettings at runtime...)
More Weapons data/boilerplate
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
RUST 487 - No collision on silos at train yard fixed
Refactored Stat+Modifiable and Tickable partials to use FixedArray for grouping modifiers by order
- Bolts now drop in levels off enemies and crates (2% chance per lootdrop for now)
- FIxed bug where currency not displayed correctly with new save
- Added Bolts currency to gameplay UI
FOR FUCK SAKE town asset
!A material
Automated Linux DS Build #150
Automated Linux Build #150
Automated Windows Build #150
* 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
Updated RustBuilder to 5.3.1p3
Merging spherecast LookingAt in
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
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
road_decals alpha cut-off quality improvements
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.
Automated Linux DS Build #149
Automated Windows Build #149
Automated Linux Build #149
Changes didn't make it on to Steam? Forcing rebuild *sigh*
Automated Linux DS Build #148
Automated Windows Build #148
Automated Linux Build #148
And fix the actual decompression of WorkshopDL files! :x
Automated Windows Build #147
Automated Linux Build #147
Added Awesomium panel hooks: OnBeginLoadingFrame, OnFinishLoadingFrame
Unbroke WorkshopDL when addons are already installed
- Bolt trade screen now works
- Renamed some classes/files
- More work for bolt trades
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
Speedtree billboard shadows
Speedtree billboard shadows
More AO portability