250,298 Commits over 3,959 Days - 2.63cph!
Updated ColorfulFX, Candellight, Shaderforge, Scion PP
Snow jacket icons, loot tables, steaminv schema
- Boomerang now flies in the aiming direction, and bounces between anything in-range, checking the dot product of first enemy hit to make sure aiming still matters (it won't fly off in the opposite direction of aiming, even if there's something closer there)
foundation.steps wood conversion update
Fixed multiple snow jackets instead of using skins
Reverted tick linker changes from previous changeset
Update Amplify
Removed half-height proper
Stopped selling/spawning limited halloween items
Unlocked Owl, Added serve and serve walk
foundation.steps twig conversion update
- Renamed BuzzSaw script and Buzz Saw now uses only active entitites as targets, and gets the list once at launch
- EntityAnimation can now set all it's BaseEntities to not active on start
Fix for Rust-121 - Amored doors have an additional offset
- More Active entity reworking
- Stat linkers are updated every tick (ptrefall pls confirm intent)
- StatLinkerBasic has two operator settings (ratio and difference)
- Added World.OnWeatherChanged event
- FuelToEffect MachineProcess will stop the when the weather changes to something wet (rather bespoke handling for fires that feels hacky as shit)
- Fixed Starving Effect not triggering
Automated Linux DS Build #37
Automated Linux Build #37
Automated Windows Build #37
Enabled a some EP2 Alyx stuff - Entering Jalopy, etc., Fixes d3_breen01 map getting stuck
FOR FUCK SAKE asteroid model/ optim /prefab/particle/collision/texture
Automated Windows Build #36
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reload single bullet for shotgun
Automated Linux DS Build #35
Automated Linux Build #35
* Fixed Combine Mine leaving looping sound behind if removed while the sound is playing
* Fixed a bug with Bugbait and Grenade weapons where you can have both stuck in unusable state
* Fixed SF_TRIG_TOUCH_DEBRIS not working in any tigger entity
* Fixed Weapon.GetActivity() not returning any values
* Added Weapon.GetWeaponViewModel() - returns string
* Added Weapon.GetWeaponWorldModel() - returns string
* Added Weapon.GetWeight() - returns int
* Added Weapon.HasAmmo() - returns bool
* Added Weapon.AllowsAutoSwitchTo() - returns bool
* Added Weapon.AllowsAutoSwitchFrom() - returns bool
WeatherSettings now stores a list of EffectSettings, which are applied globally when weather changes.
tweaked the player's turn in place animations
added water splash fx for when the player is treading water/swimming above waterline
NeedSettings StatClass property returns correct type
- Agent.AttributesAndSkills renamed to Agent.Stats
- Remade StatCollections for all Agents
- Needs are now Stats
- Rewrote methods in Agent+Stats. Added generic methods for GetStat and HasStat, with type specific overloads for convenience
- Removed Need Triggers
- Removed Need related Conditions/Considerations and Actions
- Removed NeedManager
- Removed redundant AttributeManager
- Removed un-used AttributeStat/AttributeStatSettings (leftovers from testing ptrefall?)
- Misc GC opt. in various scripts (foreach removals mostly)
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Automated Windows Build #34
Automated Linux Build #34