145,920 Commits over 2,498 Days - 2.43cph!
use correct RAWINPUT buffer size
Add weapon switching and weapon selection Hud. Add give_weapon command. Add Entity.ClassName. Weapon world and view models hidden by default. Run character controllable physics on server when no player or player is a bot.
Working on better diagnostics for script func compilation errors
Added partPos to Unit's FuncParams as a lazy fix
Limit of 10 comments per replay per user
Return type consistency for Entity.GetRagdollOwner
Crafting failure activity uses goal failure activity generators again, does some special case stuff for tooltip text
Fixed potential NRE in AIAction.Break (check state, shouldnt happen so I added a warning)
Strangers will no longer sit around the fire after leaving
Role assignment activity no longer pops notifications
CanFindBuildingForTarget now uses group entities instead of knowledge
Type consistency for Player.TraceHullAttack, Player.GetObserverTarget, Player.GetRagdollEntity
Player.IsFullyAuthenticated no longer returns the player object by doing something very wrong in singleplayer or for local server host
Type consistency for NPC.GetEnemy, NPC.GetTarget, NPC.GetBlockingEntity, NPC.GIve
Added powerlines to old monuments
More reliable webfs watch server, batch changes so clients don't try to load partially written files
Added checks for components to BuildingFilterSet.
IsStockpile condition now checks for the component rather than the category.
Selecting carried items for a container will now skip clothes unless we registered them to the container.
Fixed role UI labels being highlighted by the build button (gg duplicating text objects with tween components)
implemented platform specific mesh builder things
fixed bodygroup offsets
fixed hudmessage ptrs
fixed cliff around the quarry on testbox
replaced links to prefab in the scene
scene2prefab
Removed knock-out effect from hammer & rock weapon data
Removed packages we dont use
Decoupled player and controller
Rotated electric poles in the compound
CodeGen uses UNIX line endings instead of system ones
Added String.ManifestHash (used instead of GetHashCode for the game manifest / prefab IDs)
Renamed some Rust.Workshop script files so the file names are identical to the class names
Fixed settlement info UI showing bad value text
SensesSystem init in bootstrap
ChargePattern uses a direction func instead of angle
laser gun shoot colors fixed
pixelgroups have their own parameter collection
fixed detailobjectsystem simd alignment
Bin and radio size fixes
No exit time on repair anim
More job tweaks
Merge branch 'master' of SkyCruise
laser unit form 0
laser unit form 1
laser unit form 2
Widget sound fix on NG panel.
Ship selection.
Ship sel images made more consistent.
Merge branch 'master' of SkyCruise
Fixed passenger light complaints not updating
Refund prop amounts reduce based on prop durability
Fixed bad paint error message
Fixed some props still using old entitlement unlock system
Don't autosave before upgrading ships
Was making bad autosaves
Working on some event stuff for game modes, but ended up doing a bunch of other fixes and things along the way. Only committing some of what I've done here so this is probably a commit with errors.
Added a staff only paint type