202,062 Commits over 4,171 Days - 2.02cph!
Initial version of MusicManager rework.
Dispenser.AddDispensable : support for other systems adding items to a dispenser
Machines now only process Items, refactored CanProcess, AddInput, ValueOfInput methods
Added MachineProcessSettingsWrapper: allows for per Entity machine FX prefab
Machines use VisualFX
Added CorpseStates.Cooked, CorpseParameters.MinutesToCook
CookCorpse MachineProcess implementation, uses BuildingAttachments system for corpse placement...
Unit.Items Unset animator hold bools on RemoveItem
CameraModule.GetAverageGroundHeight reverted (was highest...)
Container/Items cleanup, machine process deposit options
Updated RCC to v3
New driveable lod 1 truck
Fixed fire treating all items as valid fuel
CookCorpse no longer requires a skinned corpse
Removed "IsClearWeatherType" bool etc
MusicManager now logs asset name rather than flag enum tags that were showing -1
Clear weather now has correct music tag
WeatherSettings data refactor to use less classes
reworking hex block to have better tesselation and matching up road surfaces
should be a big improvement with how players look while holding a bow and being in combat
Added support for different attachments roles/modes
updated anims to rotate arrow once bow is in combat mode
CombatAbilitySelectorSettings NRE catch and TODO
Corpse attachment carry bool and cooking bool
Fixed portrait widget showing when the player selects any entity in the editor
Fixed projectiles not finding UnitView in parent of whateverthefucktheyhit.
Destroy projectiles when interrupting a ranged attack
Projectile trail disabled on setup
Unit physics and ragdoll fixes
Improved PlayerController interaction
Unity b17 shader auto updates
Fixed revz DX9 whiteout player preview model (RUST-950)
Added event music for combat.
Minor shader fixes
Merged in revz dx9 player preview fix
More item pickup/drop ui sounds
Added caustics wind scrolling + mat param; default = just enough to be noticeable
Added caustics tiling + mat param; default = halved from previous, larger spacing
Merged in caustics changes from wrong branch
Corpse rotting, fixed cooking time/state management. Material color changes for rotting and cooking
Corpse dispenser availablity tied to state
Fixed corpse carrying and campfire attachment
Fixed PlayerTasksWidget reference widget showing after init (hack)
Player's available buildings restricted by InStartingPool flag
Fire FX variatnt for campfire with spit
Killed activity console logging
10 game seconds per sim tick
Dispenser and VisualFX tweaks
added muzzlebrake and muzzleboost models / materials / prefabs
added 3rd person animations for several weapons ( bolt_rifle / smg / m249 / semi_auto rifle / rocket launcher / pump shotgun )
changed some of the player animations to synch up better with the world model animations
fixed attachment points for semi_auto pistol
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Inland terrain source files
missing from last checkin
Fixed a bug in EntityManager where we would close the tick simulation gate too early (when post-state ticking last multiple frames).
prettttyyyy sure this fixes bugs with animations glitching when exiting inCombat bool mode
rotated a bow a little
DebugGraph every time the selected debug unit commits to a new goal.