251,060 Commits over 3,959 Days - 2.64cph!
Updated shaderforge
Removed EnumGenerator
SmartObject collider trigger size is determinded by largest bounds in children
Igor - smash with Y translation + clips & events
Floor grill models, LODs, Gibs, Prefabs, Icon
Screenshot scene update
- Patchers now have a wider range of variance for their attack cooldown and evade distance
- New saves now default to equipping primary weapon slot after you've just died with secondary weapon equipped
- Fixed bug with being unable to progress passed boss mission
- Deleted old script
- Debug end missions key changed to N
Convar to enable/disable network caching
Convars containing network + save cache size in bytes
Don't store names in RPC cache (available in stringpool)
ladder hatch lock dummy
ladder volume toggle
Convar to enable/disable network caching
Convars containing network + save cache size in bytes
Don't store names in RPC cache (available in stringpool)
- Increased factory spawn budgets
- Think I fixed some factory rooms not spawning props correctly
- Rebuilt tileset/scene
Padlock icon for locked characters/stages.
Automated Linux DS Build #171
Automated Windows Build #171
Phrases (fix for RUST-538)
Fixes for RUST-535, RUST-537, RUST-540
utf8.offset now conforms to Lua 5.3 spec
updated test_viewmodel scene to include 3 weapons pistol/mac10/m4
mac10 vewmodel
added running / walking animations for the pistol and m4 viewmodels
Some smartobject collider tweaks, hopefully fixes some raycasting issues
CSV stat import always loads from Resources/Data/stats.csv
Move stat CSV import to Tools menu, now imports stats to all StatCollections at once
Added CVS import in StatCollectionSettingsEditor
Fixed changes not always saving
- Asteroid tileset tweaks
- Made outdoor alcohol pump collider bigger so you can shoot them
- Asteoid level WIP/placeholder room work
disabled holosight dot projection for now ( improves jitter significantly )
Moved Zone 2 behind baseline and added shot power for backspin / top spin
bugfix for attachment bonuses
lasersight recoil reduction reduced to 15%
lasersight hip/aim conefire reduced to half when active
bugfixes for laser/beam appearing off for other users under some conditions
Removed BeholdR because compile errors
TribeStartArea now has a blocker collider in it, added the Blocker layer to SpawnHandler's default layer mask on creation
Improved destination flee algorithim in Unit+Morale
Tribe spawning now dependant on TribeSpawnArea prefab, you must place one in the zone for a tribe to spawn!
Added click/interaction sound to PlayerController, refactored a little
- Troubleshooter build with more bugfixes and gameplay improvements
- Quickly hacked in the new base booster effect so I can do a prototypes build
Cowboy - forehand dive + clips
Tech tree editor progress
Cowboy - forehand dive update, backhand dive WIP
Merge from pre-release (wall frame and wall frame blocks / dungeons LODs)
network++
Socket offsets adjustments
Animation speed fix
Missing meta
Frames and Screenshots scene update