196,710 Commits over 4,110 Days - 1.99cph!
Automated Linux DS Build #370
Automated Windows Build #370
Automated Linux Build #370
CTextureManager::FindTexture no longer ignores textures with a blank name - stops CTextureManager::FindOrLoadTexture from leaking
lots of texture/tree/road mods
Fixed arrow trails being destroyed early, (VisualFX set to looping, stopped by Projectile when it lands, trail renderer set to autodestruct)
Only log Combat component range messages when a Unit is selected
Territorial AI module "Attack Intruder" GoalPlan now uses the "Set Combat Target" Ability rather than Attack
Perimeter wall models/LODs/COLs and prefabs
Industrial buildings - Watchtowers a,b,c,d models
Industrial ruins - models
Fixed see players through walls with motion blur (RUST-1069)
If GetFreeState reports error, return default(T) for chance of null, rather than new T().
Added a couple of debug logs to try to catch this combat bug
GetFreeState in ActionSettings should never be able to "GetEnd" a null value, since we pre-allocate the entire array.
UnitAttachmentPoint joint setup editor size in UnitViewUtility
UnitView spine fixed joint setup in UnitViewUtility
UnitView public fields to properties
set some conditional aborts WTF they are. Fixed it though!
Removed AlwaysWin condition from some AI data (not needed anymore)
Some small touchups to Morale and fleeing.
This "should" be more correct handling of flee destination (it can now fail).
set up aim throwing for spears
Automated Linux DS Build #369
Automated Windows Build #369
Hud Notice system
Added notice for level up, item available with non placeholder sounds
Automated Linux DS Build #368
Automated Windows Build #368
GitSync - Spawnmenu DHorizontalReizers & less PerformLayouts firing each frame
Updated some more spawnicons
Stopped time going negative and kept mission panel on screen until mission started
Added boost meter
Updated missions to broadcast player list