200,680 Commits over 4,171 Days - 2.00cph!
Updated wooden walkways and cabins with new textures and meshes
Updated spawn.v2 prefab to enable trees spawning in the swamp
swamp_a initial terrain sculpt backup
c4 updates merge from New c4 branch
UI bits
Fucked off static AI events
jackhammer anims & controller updates
Fixed Settlement.HasRequiredLevel
Fixed buggy building status indicator UI
Fixed building UI and settlement inspector overlap
Removed homeless overlay icons (will show up as an effect)
Fixed a bug in BaseAnimatedUIObject.Hide and Show methods that meant some UI elements not being properly reset
plant fbx resized 200% and pivots fixed
swamp_a fully automated splat painting test splat files
kettle/milkchurn/moonshine bottle pivots fix
Grass Roof as default upgrade on huts
clothing fbx position and pivot fixes + towel mesh fix (the mesh basically had to be rotated to look correct but alas, no more)
added navmeshpath status to debugpanel navigation
swamp_b terrain sculpting + automated splats
moved some items to match game tree
stone pile
IsBeingAttackedBy now returns false if the attacker is dead, disabled or sleeping
InCombat flag early exit on UnitIsBeingAttacked condition
Default PlayerCamera.HasFocus to true (should fix initial focus bug on steam build)
UI widget state event fixes, (fixed overlapping building widget)
Added TimedButton component, for click & hold buttons
Fixed massive GC spike caused by SettlementInfoWidget.Assign being called every frame
wip career mode file handling to fix some bugs
fixed raycasting sorting issue on the outcome panel exit button
update temples env
If settlement leader leaves or dies show the UI.
Set Leader rank on the settlement leader (this should prevent them from leaving)
Adding held interactions.
Prefab stuff for Rust.World
merged to main now it's tested
update temple B env
fix raycasting on the global message popup
Removed Sleep In Building Goal Plan
Bandit town progress backup
Fixed clicking a unit while you have more than one unit selected not selecting just that one unit.
Testing a new method of item dropping.
Various UI
Fixed potential NRE in Roles.OnPrimaryGoalPlanCompleted callback