198,757 Commits over 4,140 Days - 2.00cph!
Started doing a gang thing but probably going to do it a different way. Committing some half-finished stuff just in case I need it.
buckle up - merge into main
fixed max range for teammates
promote to leader functionality
convar to disable teams (maxteamsize = 0)
proper invite text and notification
finalized UI art
team members show up on map
skin approval
fixed drink/eat not always working bug
removed 950 debug.log calls
profiling
Fixed NRE when quitting to menu
TimeButton invokes after time, doesnt require mouse up
Removed extra role assignment confirmation
Various UI
Fixed potential NRE in Roles.OnPrimaryGoalPlanCompleted callback
Testing a new method of item dropping.
Fixed clicking a unit while you have more than one unit selected not selecting just that one unit.
Bandit town progress backup
Removed Sleep In Building Goal Plan
update temple B env
fix raycasting on the global message popup
merged to main now it's tested
Prefab stuff for Rust.World
Adding held interactions.
If settlement leader leaves or dies show the UI.
Set Leader rank on the settlement leader (this should prevent them from leaving)
fixed raycasting sorting issue on the outcome panel exit button
update temples env
wip career mode file handling to fix some bugs
Fixed massive GC spike caused by SettlementInfoWidget.Assign being called every frame
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
InCombat flag early exit on UnitIsBeingAttacked condition
IsBeingAttackedBy now returns false if the attacker is dead, disabled or sleeping
moved some items to match game tree
stone pile
swamp_b terrain sculpting + automated splats
added navmeshpath status to debugpanel navigation
clothing fbx position and pivot fixes + towel mesh fix (the mesh basically had to be rotated to look correct but alas, no more)
Grass Roof as default upgrade on huts