192,970 Commits over 4,049 Days - 1.99cph!
Changed water body coliders to cylinders
Removed crafting job from crafting modules.
Goals can continue current job if job is null.
Attackers will get as close as possible to their target if target is sleeping.
Swamp_c made splats less circular
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Bandit town scene to prefab
Swamp cabins scene to prefab
Made splats around the bandit town less circular
Reapplied terrain anchor tweaks
Fix for one of the lanterns blocking the path in abandoned cabins
Updated wooden cabins
Added static metal shopfront
All old proto code gone that can be gone.
Added more bandit guard spawns to bandit town.
Adjusted bandit town terrain anchors
Adjusted distance between medium sized monuments
missed file from last checkin
Fixed bigwheel being too massive
Jobs can require building ownership slot assignment
Ownership assignment slots show for crafting stations as well as homes
Added WIP crafting station UI to the building inspector
More deleting old proto code
Added AddToWaterMap script to waterbodies in swamps and bandit town
modified scale of bigwheel
Fixed rocking chair position in the bandit town
Fixed typo in the abandoned cabins scene
Cargo ship progress backup
Hapis ocean tweaks for better underwater vegetation placement
Fixed some spawn issues with the bandit town
Network++
Save++
Converting some proto over.
Convars for bandit hostility settings.
Activity can select whether we account for the creator or target when notifying the player.
JoinTribeRequest is now created by the unit wishing to join again.
Fixed IgnorePerception in SetDestination not actually ignoring perception.
Animal roaming improvements.
turned on enable gpu instancing on some materials
changing tree.cs to make shadow meshes batch
Edge scroll same speed as WASD
Triggers on needs are now optional.
Needs are triggered by a set of conditions, and the same set of conditions determines fulfillment.
Spectate targets have a callback for target lost. Implemented the callback in a couple places
RUST-120 - VM hammer - Fixed arm clipping with vm clothes
removed clone entry in foliage.v1
added shadows back to trees (whoops)
Fixed melee attacks registering in AI as the weapon being initiator, not the player.
Improved hostility reaction for guards in bandit town.