255,043 Commits over 3,990 Days - 2.66cph!
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Increased booster attack range 3->4.
Fixed AI boosting units with its last CP.
Added Defines.MinUnits, used in validation rules.
Added Squad.GetrRulesForMode(gamemode)
Squad.GenerateRandom now takes validation rules, can now generate squads without unit type limits.
Added a new squad ruleset for daily challenge mode. Daily challenge mode no longer limits unit limit types, eg can now have squads with 3 Healers etc.
[D11] [Audio] Checking in WIP... Should fix PS4 local echo's but can't test as need to merge with main
[D11] [UI] Fixed type mismatch.
Cam fixes, upgraded to .4f1
[D11] DTLS handshake MTU value fixed (as opposed to relying on discovery). Another attempt to fix the handshake decrypt errors on high-latency servers.
Rubbish now causes a new negative status effecet on nearby passengers, rather than just silently ticking down hygiene
Restock jobs now use the supplier rooms of a the room the prop is in, rather than an EntityFilter
Update entity packages and fix being able to place walls outside of the ship space
Some initial work, mostly VehicleManager. Helicopter prefabs are just a duplicate car.
More water tweaks
Unsaved
Fixed being able to rotate some ship expansions that shouldn't be rotateable
Refactor some hazard stuff
Added progress bars to the hazard notifications
New radial effect applier component, passengers close to vomit puddles will now grossed out
Fixed some need calculation bugs
Removed massive allocation every time a passenger drops rubbish
Clean up warnings when in #CLIENT mode
Changed reloading to not fire from the client. Got rid of reload-specific methods as well and moved all reloading stuff out of the base HeldItem and into guns.
fixed some UI sorting due to the UI being render in overlay
forced unit LOD 0 in career logo editor
made frame spokesA less unfair
player shoot sfx tweaks, etc
fix minionRejoiceImplode missing subroutine
Merge branch 'master' of SpaceUsurperUnity
Muzzleflash hue tweak.
3x3 muzzle billboard atlas can be a bit smaller too.
Possible fix for "null" missing file reports
Fixed builds not failing when missing scripts are encountered
Fixed builds failing if code gen throws
Added gas station gas_station_exterior, gas_station_extension, missed outpost outbuilding_1st_15x9, oilrig water_drum_toxic prefabs for map makers
Started work on subroutine calling codegen
Code gen for subroutines now runs in the right order
To make sure nested subroutines are already generated
Merge branch 'master' of SpaceUsurperUnity
Subroutine instance caching
Basic preparation of subroutine parameter collection
Subroutine codegen seems to work!
Fixed precache data being cleared at the wrong time
Fixed error when baking some stages
Merge branch 'master' of SpaceUsurperUnity
[D11] Prevent SelectedBlueprint from updating if crafting menu is not open
[D11][Tutorial][#2078] Delayed setting of HUD config to the setup phase of light fire
[D11][UI] Stop player stats panel appearing on npc corpses
[D11][Tutorial][#2106] Fix for localserver not clearing entities when leaving game
Port from GO branch: Prop gibs now have the color of their parent entity (i.e. the entity that was broken) Networking disabled for the time being so singleplayer only for now
Entity.GibBreakClient now has an optional second argument, to OVERRIDE the gib color, otherwise the entity's color is used, note above for networking applies
Fixed RUST-303 (hopefully?)
added stairs_lshaped textures and lods,,set wall_default_LOD2's vertices to 0, and moved floors to _shared and renamed surface, set their lod2's vertices to 0
memsnap needs absolute paths probably
[D11] [UI] Notices for picking up/dropping items no longer uses animators and should be better set up layout-wise to prevent performance issues. NPC shops should now show their correct names.
[D11][#1127] Hide view model before destruction to avoid both animations been visible at once
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[D11] [Console] Fix to UI for accidently spelling "xums"
Player name tag optimization
Chat box optimization
- console config saves when closing options.
- adjusting volume based on a log scale because db isn't linear.
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Pistol tweaks.
M92 doesn't have the crude powder effect.
Fixed the M39 attack_ADS animation not calling a shell ejection event.
Added the ability to override respawns to use a console variable.
setting up lod, adding model quality to the video options
[D11][#716] Fixed issue where jackhammer could be used while broken