198,681 Commits over 4,140 Days - 2.00cph!
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[D11] Fixes for Close functions on a number of Main Menu pages
Fixed the produce class id error
tier 4 and 5 building previews
Pipe through task provider units from discovery events and triggers in GroupProgression unlock checks
Fixed player task indicator FX not playing
Fixed AI not filling stockpiles before a settlement has been created
Split study/look at abilities, gated study ability by player discovery record
Worker debug panel
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Fix for AI not avoiding tilefall tiles during matches where the AI goes 2nd.
All AI difficulties now have 100% chance to avoid dangerous tiles.
[D11] [UI] Hooked up leaderboards page to leaderboards button on Rust Pulse page.
[D11] [UI] Fixed dodgy merge on d11.json file.
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Fixed ItemTooltipWidget for items which don't have a decay component
PlayerProgression tracks discovered entities
Added idle discovery AI
Added IgnorePlayerDiscovered flag to CandidateEntityFilter
Added entity discovery unlock requirement type
Loom is unlocked by task, triggered by grass patch discovery
BuildingEditor sets the preview camera by default.
Added OnParentDestroyed method to BaseEntity.
Building uses OnParentDestroyed to destroy if parented (i.e. if it's an addon).
Builder's Workbench requires stockpile and hammer instead of trigger/task.
building station placeholder model
[D11] [UI] Added Leaderboards assets required for new page in Rust Pulse/Community Hub. Marked Sceneloader as obsolete. Added headers to certain parent classes to tidy up the variables in-editor. Added translations for leaderboard headers/texts. Added leaderboards button to main menu. Renamed sheets to help with searching for them in editor. Added new bar background texture to use for buttons instead of pre-coloured variants.
Fixed AI not thinking in some matches under some circumstances.
Advancement priority tweaks.
Advancement distance tile scoring increased.
[D11][Tutorial] Added some wood to make crafting objectives.
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renamed buildings and fbx files to match current naming
[D11] Fixes to Carousel transitions & Background transitions - some early WIP prep for MyGames/MyServers
Fixed AI using the advancement priority backwards
basic AI booster usage tests
Tier check checks if required tier is null
[D11] XBox One UDP encryption Release DLL.
reverted my tileset test change on car3
renamed ice block prefab to IcePillarTT
Let's merge the UI back into Main finally, so I can easily get builds onto the remote server.
added new mesh to IceBlockTT prefab
[D11] UDP encryption implemented for XBox One. Disabled by default.
Tier I housing is starting unlock.
Marked tier unlocks as tier.
Stripped the old lighting for Pål
Server join/info screen. Also had an issue with connection "none" state vs "disconnected". Don't think "none" is needed.
Some fixups to server browser and scoreboard