252,068 Commits over 3,959 Days - 2.65cph!
Support for a mutliple interactions "sharing" a single IPS
IPE updates
- Added some UI defines and methods to format/colour stat based text
- Fixes for island animations/parenting
- Setup island for animation
- Added a island bob and sound when placing a new building
- Added ConstructionCompletedEvent
- Added StatTriggerConstructionCompleted
- Other shit
- Consutrction UI now changes control mode and lets you place the buildings if you have enough resources.
- Some tweaks to the construction UI, shows resources needed.
Fixed item stack overflow not overflowing into inventory etc (RUST-670)
Added Server.queriesPerSecond
Added Server.ipQueriesPerMin
- UI building menu is now automatically populated from any building scriptable objects at runtime
Automated Linux DS Build #243
Automated Windows Build #243
Automated Linux Build #243
Improved error message when patch materials have failed to load
Cyclic entity parenting shouldn't crash the game any more
InteractionPlan.IsAvailable fix
- Started moving to scriptable object definitions for buildings.
- Added Construction static class for construction shit
InteractionPositionEditor work, all positional data is now saved on the EntityViewPrefab level in SmartObjectSettings assets
- Started implementing the different control modes as separate classes and switching between active modes
Updated UI and networking
Fixed reverse issue
Added base BeforeToolWindow, now used by CharacterMorphWindow, UnitAttachmentsEditor and new InteractionPositionEditor
Refatoring SmartObject Interactions, with support for per-interaction subscription limits and positional data, (still in progress)
Fixed radial menu showing the wrong behaviour name
Fixed missing decal shadow shader property error in some Rust/Standard based materials
- Island should now sink faster the more buildings they have. Probably.
- Some construction UI stuff
- Constructed() now checks the construction stats Maxed(), so buildings can have different construction requirements
- Made a House.
Refined some lightmap techniques. (WIP)
- Setup storage building visual states
- Animation event audio
- Some audio
- building shit
- People can now go 2 days without food
- Made StatVisualModel to control how an entity appears visualy based on a Stat
- More construction work
tidy up of human controller using substate machines and adding idle to movement blend tree in animals (to make stopping look more natural)
Fixed PVT-version of terrain parallax occlusion mapping on legacyGL/Linux
Reverted road_decals to previous
Added "Decal Shadow" toggle option to Rust/Standard; allows fade/transparent mesh decals to receive shadows from main light
Automated Linux DS Build #242
Automated Windows Build #242
Fix vertical text alignment on spawnicon labels
Tried to make console human-readable on OSX
Fixed surface.GetTextSize on OSX
OSX fonts can now be bold
- Some util changes
- Started construction stuff:
- ActionConstruct
- ActionConstructTick
- BuildingInteractable
Added forward path to speedtree shaders
Disabled deferred path on billboards to allow turning off shadow receive
- Can now issue controls at any zoom level.
- Set Island interaction radiusssssessesssiiiii correctly
- Fix for interaction position
Fixed black cargo plane trails on legacyGL/Linux
Fixed terrain parallax occlusion mapping on legacyGL/Linux