199,178 Commits over 4,140 Days - 2.00cph!
Cherry picking
28408 (Network++ & Save++)
Event bonus XP now awarded based on definition.
Fixed menu theme execution order.
ui career tweak for screen resolution
added team logo on the career outcome window
Maps can now be event specific.
MapDatabase checks event types when building exposed map list.
Fixed npc_barnacle not picking up players from vehicles.
Git:
* Fixed an error with empty nextbox NPCs
* Added return value to DColumnSheet.AddSheet
Added camera movement inbetween physics frames (test)
updated mortar celeb export
Fixed Effects component not being ticked on minute.
Passed out effect should now be removed when energy has been regained.
trigger celebrate anaim on units when they get kills (everytime, for now)
unit effects now get parented to the animation root not the unit transform, so they move with celeb anims.
set all root transforms in each UnitView.
merged theme events branch to main
Make Effects Tick Again.
Removed check for other existing effects having the same add/remove actions.
Re-added Y axis camera movement smoothing
Some tweaks for camera movement inbetween physics frames
Moved notification text below other fields in Effects Editor (fixes said text not displaying).
mail box, search light, barricades, large furnace, furnace, small and large water catcher, repair bench, oil refinery and research table decay much faster
Workbenches now decay after a long period
Various work modules have conditions preventing them from being performed if we are wounded or bleeding
fixed career stat UI panel miss alignment
relink avatar accessory icon
Adjust vehicle HP + minor bugfix
Allow your teammate to activate your next checkpoint
Fix bug with initial car placement
Stop error on quit in editor
Fixing vehicle assignment timing issues. Still has a bug somewhere
set Ui chat sorting
minor tweak on env temple A background
reduced the chance of celebration anims playing
Continuing work on AI improvements.
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Fixed legacy skins occasionally not displaying correctly (RUST-17)
Added "Max Tree Meshes" slider to graphics options
[D11] [UI] adjusted the notifications so that player vitals related notifications are on the right, and removed bars on ones that didn't need bars. updated the health/hunger/thirst bars to match the mockup.
Lowered LOD/culling distances on reeds and water lillies
Swamp and bandit town scene2prefab
Tweaks to military tunnel.
Scene2Prefab Military Tunnel
Updated manifest.
Tweaked aim system a bit.
Convar'ed aim system variables.
Generated convars.
Fixed abilities with null jobs not appearing on the context menu.
Holding control will make RMB perform the command on click.
Replace SkipOnFailure bool in BehaviourChainElementParameters with an EvaluationModes enum.
Harvesting flagged resources now uses the complete on succeed evaluation mode on the various possible interactions.
corn and pumpkin harvest time increased
Fixed all known tutorial issues.
Updated tutorial text to match game changes.
health over time takes longer to convert into health
cherry picked tutorial fixes
adding unit count bar to the squad editor UI
Exit/edit squad buttons on match outcome screen are now controlled by game mode definition.
Disabled edit squad button for tutorial mode.
Disabled exit/edit squad buttons for career mode.
male and female leaf clothing