192,356 Commits over 4,049 Days - 1.98cph!
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.
fixed big wheel spin speed
updated bandit town with vendors + public works
humanoid vendor functionality
bandit town sell orders
Fix the build!! And some other death cam stuff
Death cam shows an ally if it can't show killer and there are allies around. Doesn't let you change who you're viewing or handle the ally's death properly though - need to integrate with the full spectate cam I think.
Made sure game mode respawn times always long enough for the kill cam
bandit_town water body fix
network++
save++ (166)
Passing the shooter through in the health info on death so the camera can pan over to your killer
Fixed swamp a,b & c water body height collider mismatch
Fixed swamp_b water collider size
Needs now have a condition group for completion.
Hunter Needs Weapon completed if the unit is no longer a hunter.
Skill Gain to Settlement exp multiplier.
Return false in CanPerformJob if job isn't unlocked yet.
Added JobCondition.
Hunter Needs Weapon now checks if we're actually a hunter.