244,582 Commits over 3,898 Days - 2.61cph!
Flesh out PlayerExperience Component
Killing enemies grants nearby players XP
XP History List under XP Bar
Fix wolf circling being broken
Updated description
Added to T2 tech tree
Added a button to mute the alarms ring sound
When adding a new alarm, set its time to the current time + 5mn
Rebuilt native libraries with Debian 10 for backwards compatibility
Some special state name handling
Fix default names for state actions
Created ISaveData. We can add this to any Component that we'll want to serialize to/from save files.
Added static variable Player.Local
Created PlayerExperience Component and added to Player.
renamed to divesite e, added rope, barrels, fish shoal, set dressing
tweaked dmg number particle
Actually add water body to the topology map. Water bodies marked as lake/river should now be drinkable as expected
Placeholder ruby animgraph, material tweak
Move test hotbar to the bottom of the screen
Add empty ExperienceBar panel to HUD prefab
Use ShowErrorToast instead of ShowToast
Add placeholder ruby model
The ability to aim is defined by weapon, FOV offset also defined by weapon, use FOV preference instead of hard value, current weapon as a property on the player
Only update the wolf's path if the new destination is far from the current one
Fix incorrect "too many subscribers" error message when trying to pair a smart alarm you're already subscribed to
Change Rust+ pairing error messages to use toasts instead of chat
Added Lifetime to Projectiles so they'll die eventually if shot into the air
Clean up wolf path following logic
Updated Wolf ragdoll prefab. Adjusted joint limitations and updated head and spine collider.
Put playerfootsteps component in player prefab
Merge: from main
Buildfix for camera shake
Buildfix: ifdef out ExplosionScreenBounceFade logic
Tests: built all target modes, all green
Player can run
Scale FOV on movement
Modify wolf senses and targetting to be lazily evaluated on demand, instead of ticking
Reapplied effects - explosion to main camera.
Explosive prefabs facelift WIP.
Put these behind a IsHost - we should be able to let anyone "own" an Inventory, but only the host can modify it
Name inventory let channel own it
Include resources
UI: Layered backdrop filters require different UVs (because they render in a different space)
Fixes broken rendering when both filters/masks and backdrop filters are used in conjunction with each other
Merge from patrolheli_fixes/dmgfx
Mob damage scale for vulnerable / defensive states
DamageKnockback component for mobs, tweak roller
Make sure we take damage from decay too
Added an admin convar to draw wallpaper health on screen 'buildingblock.debugwallpaperhealth'
NetworkSpawn in MobSpawner
Fixed explosive and fire damages not damaging wallpaper
Reduced melee and fire damage protection