196,710 Commits over 4,110 Days - 1.99cph!
Updating RustBuild (trying to speed up builds)
Tab to cycle selected tribe member
Fixed rect selection showing in single unit controller mode
Started work on a more generic tooltip system
Moved crafting to a modal popup with the building button
BuildingMenuWidget becomes UnitCommandsWidget
UI utility and cleanup
- Added Aggression Attribute
- Updated all Units with Aggression settings from Google Sheets
- Terriotory Consideration Settings now takes Unit's Aggression into account, when calculating confidence / score.
- Morale now takes Unit's Aggression into account, when calculating fear.
- Intruders in Territory now has the condition that target must not be of same species.
Office building models wip
RUST-1074 XP bar covering screen after client stall
Merge from throwable_weapons
Merge from throwable_weapons
commiting new truck with textures
Added basic implementation of single select controller + follow only camera
Fixed interaction settings wrapper being a dick
Considerations contribution range is now defined on each wrapper, supports negative values
Action wrapper goodness
Added regaining stamina ability and AI
Radial menu doesn't show interactions for held items that still have active subscriptions (e.g. pickup)
ActionChain executes actions marked for ExecuteOnBreak... on break!
Fixed VicinityEffects not creating their triggers on the correct layer
added anim debug exit, add to anim in state machine to debug log when it starts and how long it took before exiting
Navigation destination reached callback revert
Projectile NRE fix + comments
UnitVIew assigns hitbox.Unit during Setup
Projectiles ignore collisions with their shooter
Log error if we fail to spawn a projectile in Unit.Combat.PerformRangedAttack
Animation/Navigtation state callback changes
FOR FUCK SAKE tweak AO and light
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- Accelerate and StopAccelerating action code
- Started coding some AI conditionals for behaviour trees, now that I kinda know what I'm doing