195,825 Commits over 4,110 Days - 1.99cph!
Don't refresh the path over time when moving to a static point (eg cover, peek)
Start setting up flanking state
- Make flanking debug display work both in games with DDRAW and in editor with gizmos
- Add height param to path debug drawing
Makes VDDRAW fallback to gizmos/handles when used in editor instead of DDRAW
Generic popup are fullscreen
RustButton uses OnPointerClick
Settings screen tweaks, aligned the texts
RustButton toggle Unpress fixes
Steam inventory fixes
Added a small purple line to help differentiate Twitch drops from other items
Toggle RustButtons are now toggled on pointer up instead of down
Fixes button toggling when scrolling
Default trimmedAssetWarmup to true
Fixed market price not being deserialized correctly when volume was >1000 (was happening for the high quality crate)
Fixed some NRE and loc issues
Steam inventory screen fully localized
Better crate modal
Cleanup
Steam inventory crafting and crate opening new UI
Merge from trimmed_asset_warmup
Steam crafting progress
Child proofed the twitch drop deletion with a confirmation popup
- Make scientists sometimes opt for repositionning and staying on the offensive instead of staying in cover when they don't need to reload
- Add comments to each FSM transitions to help understand the scientist's thoughts
Make sure the cover is not compromised by the time we arrive in it, as it can look silly
Fix scientist heading toward bullet impact location instead of shot location (if the shot is loud enough eg firearm)
Lower scientist eyes slightly to prevent them seeing above above pipe piles and pallet piles (technically a player can do this, but it feels unfair if the scientist does it)
Use crouched height to trace for potential covers instead of standing height
Widen the trace fan to avoid having part of the body poke outside of the cover
Steam inventory progress, crafting stuff
Added pages to the phrase search window, it was dropping results
Add audio cue when scientists are surprised
merge from crosshairmode_droppeditem_fix
Started steam inventory screen
Experimental convar to reduce the prefabs that are warmed up from everything to what we actually reference
Store overlay page prefabs
Cart fixes
Populate existing filters with defaults on init
Setup search filtering
'show full', 'show empty' and text search now working
Checkbox setup
More exposed values in RustButton (toggle enable, disable and changed)
wind turbine sound update
Floating cities greybox progress
Security tower greybox
Abyss Horizontal Container - Fixed slight offset on guide mesh vs the deployed model
Update server category text every few seconds when inside a specific category
Setup category button text on each one and link them into the page
Increased overall size of server description
Ensured server connector description space is large enough to scroll properly
Fixed dodgy background on server connector
Remove logs
Fix a bug preventing the rotation arrow from restarting
Makes surprising scientists less inconsistent
Tie the state of the refresh button to the current ogoing search
- If scientists hear footsteps approaching while reloading they'll hide somewhere else
- Fix scientist still being allowed to shoot when surprised
- Fix scientist being surprised too easily / often
Fixed bugs with flex virtual scroll. Use a top and bottom flex spacer to spread out viewport content
Minor cleanups
Bump internal renderData buffer from 64k to 80k
Prevent TOGL crashes when encountering debugger break
Merge Pull Requests
* Minor optimizations to Problems panel, abilty to close it via ESC key or clicking empty space
* Numpad library discards bindings to KEY_NONE
* Remove tostring call on the argument of player.GetBySteamID64
Temporarily disable look at proc anim