196,728 Commits over 4,110 Days - 1.99cph!
- Added new BD nodes for getting entity health percent and setting Rotate3D speed
- More new enemy types WIP
FOR FUCK SAKE more wip ice block tileset
Added sounds
Updated new city scene
Fixed UI scale
all dem ui graphics files
More robust flock fleeing based on when a group member is hurt.
check in of missing wolf anims
Verified that community UI works
Verified that community UI works
Fixed fucking camera bullshit.
- Laser Rays can now be set to start active
- Placeholder moving quad laser enemy prefab
RUST-678 Shadow distance & shadow cascades not saved to cfg
third person anim source for throwing
RUST-1071 Better player feedback when cancelling an item in crafting queue
Reverted to slower build process that actually works gfy unity
Re-wrote Combat attack speed and callback timeouts to use TOD datetime and game speed multiplier
- New WIP area 2 enemy, vacuum launcher
Fuck you unity and your shitty prefab bullshit you absolutely cocktrumpet
Tooltip screen pos entity fix
WaitForUnitFlagChange EndImplementation fix
Tooltip alignemnt stuff
- Added some randomness to bouncer charge
- More work on area 2 enemy
RUST-1077 ServerMgr.Xp.GetAgent bug
Staggered unity launching
Removed EntityTooltipWidget, functionality ported to TooltipWidget
added city_2 scene with new hex blocks, better road width and simplecity buildings on
trying to add skinning to deer corpses but unable to make it despense hides
added hide view model
added generic clothing item view model and assigned it to clothing items
updated default importer settings to auto turn on colliders in item meshes
Fixed TooltipWidget not being added to the UIManager's element list
Added timeout deactivation to TooltipWidget, also deactivates when the source TooltipElement is null
UnitCommandsWidget deactivate after init
UIWidget.IsActive defaults to true in base init
Reverted accidental controller change
UnitCommandsWidget only active when the player has a unit selected
WaveAt Ability has same species condition
- Booze Burner behaviour tree
- Accelerate action node can now be set to accelerate away from target
- Flamethrower script reworked to just be a toggle and damage logic, toggling moved to behaviour tree
- Deleted some shit