199,256 Commits over 4,140 Days - 2.01cph!
Fixed the Eoka pistol's flint spark not playing
FOR FUCK SAKE force update room prefab
!A wip prefab
FOR FUCK SAKE dim spot light glow
Fixed Standard-BlendLayer shaders in lower LODs (#286); switched LODs 100 and 200 to SM2 while I'm at it
Cowboy rig update ( original ik arm setup, blends reconnected)
set the bandage to use the correct worldmodel
tweaked the syringe size so it no longer looks like an oversized dildo
Mouse wheel default switch
Foundation placement check fix in tight spots
Fixed not falling when chat open etc
Female is broken not sure why
- Nuked "to be phased out" stuff in Units/Human
- Renamed human_female body mesh to include the word "body" for HumanView setup purposes
- Dem prefab
- Added Unlocked property to AbilitySO (defaults to true) so individual abilities can be ignored when abilities are auto loaded (for disabling specific abilities in builds)
- AbilityList now ignroes any locked off abilities
- Fixed Item.IsCarryable not returning the right field from PhysicalParameters
- Fixed GPV BehaviourChain not resetting properly
- Unit+Wearables tweaks
- Some item view APO data
Cowboy rig updates ( new arm setup)
- AbilityList now equips speed boost and random offensive + utility abilities each level
- AbilityList can now return a random ability of specified category
- Disabled Reaper Bros ability because it's shit
Wearables fixed, I think.
- Made some terrible icons for barricade, deathrow and laserlink
- Disabled loot dropping of abilities
- Added floor collision and Floor script to Asteroid rooms
- Rebuilt asteroid scene prefabs
Updated phrases - with hopefully non sweary russian versions
- Added spawners to outdoor rooms and set spawn budgets for the rooms
- Rebuilt outdoor prefabs
- Increased buzz saw cooldown 7->12
-removed Warmth need, as we decided it's easier to just check for necessary warmth in a consideration, cleared various statcollections of it.
-added considerations for NeedForWarmth and NeedForCold
-yamfm
Removed numpad graphic quality debug keys
Fixed visit webpage not working when connected to server
Clamped skin darkness to compensate for sss darkening; toned down overall shininess (#297)
Fixed RUST-293 (foundation steps cannot be placed in some situations)
Uncompressed ambient sounds (for playback perf)
Don't record/update framerate if console is open
- DecisionMakerSettings and Maslow Weight store public fields, not properties and private fields
- DMS.MaslowWeights is initiated with an element for each DPL
- DecisionMakerSettingsEditor cleanup
Storing failed Stat semantics cleanup on a failed branch, probably never to be loaded back up again...
Fixed bug where we were updating tick modifier value rather than modifier value.
Fixed the 2 keylock meshes being registered with two LODGroups / no LODGroups (cc Helk)
Code lock uses 1 lodgroup instead of 2
Fixed NRE in InputState, resulting in not being able to use any controls
Fixed missing sound def on player_ragdoll (Rotting Flies)
Fixed being able to knock doors without knock sounds (server guid is empty error)
Fixed NRE in server projectile movement
Fixed lantern stacking / hiding
Fixed NRE in SelectedBlueprint
- Added a starting room to asteroid tileset scene
- Made a tileset for the start room
- Made an asteroid->factory flow
- Last orders mission now uses the asteroid->factory flow
- Rebuilt asteroid prefabs
Made Agent+DM a bit more robust, where if finding the best goal's goal plan or goal plan variant doesn't pull through and fail, it will go on and try to find the next best goal.