193,093 Commits over 4,049 Days - 1.99cph!
fixed vehicle chassis not displaying correct material
Moved fire making behaviours into new Human-FireMaking module that is on the work DM
IsBusy condition no longer tests for the warmth module (checks for FireMaking instead)
Updated native dlls from Rust.Native (now on github, being built by jenkins)
Included pdb's for native dlls (!!)
Primary slot Emote behaviour now gated by resting and sheltered flags (must be false, to prevent people randomly standing up to emote when doing something else)
Added secondary slot additive idle & social module for Humans (for emotes, and conversations etc once they support secondary slot)
Prevent popupEditor create button press when asset name is null
Unit info widget inspect button, layout improvements
Team rating now correctly calculated based on sum of all it's unit's ratings.
fixed GraphMaker shitness (divide by zero error)
fixed the 144 tooltip errors when shutting the game down :D
update logo generator, adding image border check
Elemental resist widgets on inventory screen.
Made the inventory stat tooltips behave nicer.
Partial work on getting crimes/cops working again for Bill
Werewolves & Toadloks VFX'd
Spiders, rats & mummies VFX.
Crab and Homo Crabbus VFX.
wip CareerStatHistory serialization
Fix errors when firing guns with no CrimeManager in the scene.
Some quality-of-life options added for game modes. Select specific belt slots, or always run.
CareerStatHistory and CareerStatHistories protobuf defs
Fixed status effects normalized time check not working at all
Fixed stunning other players throwing exceptions
disable create button on career creation screen when clicked so you can't reclick it while career is being created
Doing it without breaking all the animations too.
Made rats and toadloks statuseffect vfx compatible.
New King of the Hill class selection basics
Adjusted the mummy bones to fit our VFX spawning system.
Simpler water depth mask handling, more generic; updated rowboat prefab
Added and enabled instancing support on depth mask material
Nuked WaterDepthMask component
Wood sounds for the wood sword.
Deposit All interaction for Buildings
Proper stats for wood sword.
Let's make the LODs use the right skin too.
Forest goblin chief uses the right skin.
Zero'd some prefabs.
Stateffect damage types.
Heat damage is Fire damage
Cold damage is Frost damage
Forest goblin tribe NPCs.
Manifest.
more stat/graph work.
merged from main.
Remove stuff that was in just for the test branch