255,481 Commits over 3,990 Days - 2.67cph!
Removing vehicle camera again - player view only.
Player now moves correctly along with vehicle rotation when inside
Made PropRenderer IClientComponent (client needs it)
Automated Linux DS Build #475
Automated Windows Build #475
Automated Linux Build #475
* Added a second parameter for Player.Give - boolean, set to true to not give any ammo ( at all ) when the weapon is given
* Fixed changing Lua variables of SWEPs in hooks such as GM:WeaponEquip not being applied to engine functions instantly
* GitSync - TTT, draw.RoundedBoxEx changes
water bottle 1st pass viewmodel anims, prefab & controller
added new prefabs in to city 2 scene, rebuilt city and added correct materials etc
added new tunnel signs. fixed missing MM meshes visibility on road pieces. Many prefabs seem to be missing MM pieces.
Added ConditionUtility with Evaluate extension method for lists of ConditionSettingsWrapper, updated applicable usages
initial goal level role scoring implementation
animal data; sleep patterns, diet, gestation
AssetListDrawer can now optioinal show object element types as an AssetMenu
RoleDefinition holds a set of ScoreConditions for evaluation during role score comparison
Added RoleDefinitionEditor
GoalSettings holds GoalRoleParameters
WIP Seasonal dietry stuff
fixed time range overflowing
animal data; sleep patterns, diet, gestation
Added support for Seasonal sleep patterns
Moved some navigation related settings to NavigationParameters
Rally/Home icons
- Auto start in server mode when running in batchmode
Properly cull PropRenderer at runtime (memory usage, performance)
Fixed IEditorComponent not being culled at all in client builds
Can convert unwanted steam inventory clothes into cloth (for no reason right now)
Working with integration of the Session concept in GameManager. Tried some directions that will be changed for next commit, so this isn't representative of the final direction necessarily.
- Doors always open outwards from the person who's opening it.
- Fixed some problems with running testconstuct now buildings are networked.
Shipyard now has spawn point
Reverted accidentally included Rust.Data.csproj change
Merge from networking_fuckery_2
Network++
Fixed decor NRE with pool mode 2
Only driver gets to drive!
Players get a vehicle control "item" when entering a vehicle that lets them control it when selected. Still in progress.
Added role gain to some cooking interactions for testing purposes