194,760 Commits over 4,079 Days - 1.99cph!
created building prefab and added to trim scene
placeholder Healer idle anim and state setup
Updated plugins (Rust.Global & Rust.Workshop)
made a shitty placeholder healer attack anim so it at least has something
Skin texture cache is now implemented in native code (GC free)
Skin texture cache read and write are running in a thread (no longer stalls when disk is busy)
Added load_texture_from_cache and save_texture_to_cache
Added asset store heal particle pack, added healer heal effect.
Added CastAttackView which can do damage or buff effects depending on target.
Lots of little ai tweaks.
Tweaks to ore nodes:
-Increased brightness to stand out more
-Sulfur nodes show a more distinct yellow hue
-Metal nodes show more oxydization
-Stone nodes are overall more desaturated, more grey to stand out against other nodes
-Added Gibs models for every node picking stage (to be implemented later @helk)
-Snow biome nodes should be more visible and easier to differentiate
-Nodes are overall slightly smaller
-Cave ores are much smaller
Friendly range indicators
Bin loot. Drug producer tweaks. Options fixes.
Skip packed materials during analysis
Hide the keyboard number key on unit portrait when unit dies
Fixed error when packing default standard shaders
Fixed health bars not updating on tile fall death
Fixed error when packing materials with default metallic texture or RGB-only
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Added UnitListsEventArgs which is used by the range indicator events. Event how receives a list of friendly buffable units and a list of enemy damagable units
MoveState cleanup, fixed the same bugs AttackState had with cursor logic.
Change heal highlight colour slightly
Keeping up to date with main
Know when in cover.
Misc tweaks to ai.
First batch of packed materials (29) for testing
Tiny change in texture packing analysis tool
Changed packing folder again, now final; updated packed sample
added "god ray" markers, fixed skybox clouds, added some minimap ui elements
Yet another merge from main.
AverageSumOfChildren qualifier for Apex
Npcs now know whether they're being aimed at by a seen enemy, and will take appropriate evasive action.
Npcs will scan their surroundings more carefully when in combat.
Use average sum of children scoring with normalization to better balance move options in Npcs.
Allow not showing task complete messages
Updated InfoMessage to work more like Bill's Alerts UI system
Don't destroy items if the pickup failed!
New mission type + some extra tweaks
More item work.
Manifest.
Unit Collections will now store whether they were player created
Party leader will now disband the party if they no longer have a hunt desire and the collection wasn't player created