196,510 Commits over 4,110 Days - 1.99cph!
Corpse rotting, fixed cooking time/state management. Material color changes for rotting and cooking
Corpse dispenser availablity tied to state
Fixed corpse carrying and campfire attachment
Merged in caustics changes from wrong branch
Added caustics wind scrolling + mat param; default = just enough to be noticeable
Added caustics tiling + mat param; default = halved from previous, larger spacing
More item pickup/drop ui sounds
Minor shader fixes
Merged in revz dx9 player preview fix
Added event music for combat.
Fixed revz DX9 whiteout player preview model (RUST-950)
Unity b17 shader auto updates
Unit physics and ragdoll fixes
Improved PlayerController interaction
Projectile trail disabled on setup
Destroy projectiles when interrupting a ranged attack
Fixed projectiles not finding UnitView in parent of whateverthefucktheyhit.
Fixed portrait widget showing when the player selects any entity in the editor
CombatAbilitySelectorSettings NRE catch and TODO
Corpse attachment carry bool and cooking bool
updated anims to rotate arrow once bow is in combat mode
Added support for different attachments roles/modes
should be a big improvement with how players look while holding a bow and being in combat
reworking hex block to have better tesselation and matching up road surfaces
WeatherSettings data refactor to use less classes
Clear weather now has correct music tag
MusicManager now logs asset name rather than flag enum tags that were showing -1
Removed "IsClearWeatherType" bool etc
CookCorpse no longer requires a skinned corpse
Fixed fire treating all items as valid fuel
Updated RCC to v3
New driveable lod 1 truck
Container/Items cleanup, machine process deposit options
Dispenser.AddDispensable : support for other systems adding items to a dispenser
Machines now only process Items, refactored CanProcess, AddInput, ValueOfInput methods
Added MachineProcessSettingsWrapper: allows for per Entity machine FX prefab
Machines use VisualFX
Added CorpseStates.Cooked, CorpseParameters.MinutesToCook
CookCorpse MachineProcess implementation, uses BuildingAttachments system for corpse placement...
Unit.Items Unset animator hold bools on RemoveItem
CameraModule.GetAverageGroundHeight reverted (was highest...)
Initial version of MusicManager rework.
Building attachments setup in view prefab create / update
Adding animation parameter options to ItemSettings attachment stuff
Moved some bits around
added meat mesh to rabbit
added roasting and carrying animations to rabit
updated den_03 (rabbit warren) to allow navigation over the top of it so rabbits spawned on top can get off and rebaked island-0001 navmesh
merge from main/phys-effects
BuildingAttachments, CookCorpse boilerplate
Renamed Attachments to UnitAttachments
removed spit from small fire and added to a new big one with the object/transform to attach animals to called AP_MACHINE_PRIMARY
island 0001 saved without splat paint mode