241,051 Commits over 3,867 Days - 2.60cph!
- Some asteroid room rough tests
updated amplify occlusion to latest
Fixed mainmenu obscuring the belt bar (!)
Fixed Drag icons sometimes not showing, made bigger
Started splitting SetDestinationSettings
Put a Navigation.Stop in there to try to fix approaching target problems.
FOR FUCK SAKE template material for preview
FOR FUCK SAKE tile template tweak
Automated Linux DS Build #366
Automated Windows Build #366
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Automated Linux DS Build #365
Automated Windows Build #365
Automated Linux DS Build #364
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Automated Windows Build #364
Merge from desires refactor, more desires refactoring (mostly filtering)
Removed the notion of desire "types" (Attain/Retain), instead just use fulfillment state as the same indicator. DesireTypes now refers to the derived types themselves (Item, Building)
Automated Linux DS Build #363
Added 2 new materials for spawnmenu and fixed some PHX materials becoming completely invisible when they are rendered with alpha < 255
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Big changes to combat AI. Still quite broken right now.
Attempt at fixing revz graphic distortion/feedback when using low quality + near draw distance (RUST-987)
Automated Linux DS Build #362
fixed ownership xp distribution
working multiple owners
save/load fixes
crafted items have ownership
resource dispenser created resources have ownership based on tool/instigator
Automated Windows Build #362
Updated main menu backgrounds
Started on Desire refactor.
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Projctiles ignore anything on the Units layer that isn't a hitbox (hack)
trying to fix ragdolls going crazy (not much luck)
New perception calculations (probably need a lot of tweaking)
Fixed BaseMelee editor / standalone inconsistency
Attack entity repeat delay cooldown test 2 (RUST-1043)
Adding watch tower staircase models and prefabs
Remaining entity view creation/update code moved to util classes
EntitySettingsEditor view management improvements and bug fixes