252,543 Commits over 3,990 Days - 2.64cph!
Player interaction now only raycasts to the Interactable layer
EntityView and derived types handle auto-generation of interactable triggers (with the exception of buildings)
Combat, Projectile and ActionChain event cleanup
Speedtree reimport
animated collision mesh for selection test on building tent animalskin with meshname selection_collision
FOR FUCK SAKE pipe gate collision
was crashing when launching for some reason, deleting saved folder fixed it
Added 3 new senses stats and tidied up stats import a little.
1st iteration of opening theme music added
- Wall collision objects can now be flagged to be destroyed when the player hits them and they won't bounce off
Temporary workaround (but error log is still active) for a situation where an Action Chain's state is kind of weird (Attack's current element index can somehow get to the value of 4 when the action chain's list of action is of the count of 4.
Some more information in the error log.
Sanity Check for valid state of Actions list and that CurrentElementIndex is within the Actions list's range in Action Chain after error report.
Split inventory/crafting into separate scenes
UI background blur is more generic instead of being tied to inventory menu
Transparent layer (fence, glass)
- Buzzsaw now damages turrets correctly
- Scaled loot container prefab up 25% to be more visible
missing boar/warthog anims and HIT_ boxes
Fixed LOS issues in caves (RUST-1039)
Automated Linux DS Build #360
Automated Windows Build #360
- Fixed enemy teleport effect
Automated Linux Build #360
Automated Windows Build #359
Automated Linux DS Build #359
FOR FUCK SAKE fix static property on rotor
FOR FUCK SAKE change room E / rebuilt prefab
Automated Linux Build #359
All debug spews are now processed in the main thread
ShaderSystem re-entrancy guard for debug spews no longer changes the order of the output
Lots of tweaks to building stuff, missing materials etc.
Added some force to the ragdoll upon death based on direction and strength of hit
Re-enabled unit activity notifcations.
Added skill gain activity and fixed some stat events.
some optimization and disabled cheats
removing Roll Game folder
Added xbox network sample
Units should now get highest navmesh priority when arriving at interaction positions