199,526 Commits over 4,140 Days - 2.01cph!
Removed client local match win/loss value modification after a match has finished, because the record is now updated from the server.
Swamp_a dressing progress
deleted shitloads of (hopefully) unused assets
Swamp_a dressing progress
Added GroupMember debug with button to trigger tribe leaving.
Added Desirability Event triggering buttons to the Desirability debug.
Fixed AI settlement leader death causing the leader selection UI to pop up.
Fixes to settlement joining AI that should prevent people from joining player settlements without asking.
Added shopfronts to swamp cabins
Added candles and dressing props
Fixes to moving away from fire AI.
Clearing allowed items lists in stranger spawning.
Nav file errors now properly display the actual error by name, not error ID
Fixed nav file error 4 (out of date) being displayed when the nav file is in fact up to date.
Some refactoring and prep for replays.
Designed and added replay file protobuf with Replay, ReplayHeader and ReplayPlayer definitions.
Swamp_c dressing progress
Replay, ReplayHeader, ReplayPlayer serialization.
added Protocol.Replays
wip replay creation + recording.
update battle UI player health bar
tweaked emote bubble speech position
Optimized LOD distances on various props
fixed menu canvas sorting
added hideable caanvas to battle unit frames
added Squad.GenerateFromTeam.
wip initial replay loading hack test - replay file loaded, teams restored, positioned. Forced replay mode to true so I don't wipe the test replay while I'm testing.
Interactions, interaction events, interaction HUD elements
UnitFrame stat bar cleanup, contextual display for stamina and energy
Entity.Ownable uses slots
Settlement level progress is displayed as screen space widget
Various UI
update to 2018.2
switched textmeshpro to the packaged version
added GameSettings.IsReplay, now used in game init instead of test hardcoded value.
Merged from main.
you are here marker always displays ontop of team markers
GroupMember and GroupNeeds components ignore non-player controlled entities
Added harvesting sticks to woodcutter module.
Made some fixes to stockpiling AI that should allow people to stockpile sticks.
Rat raid now has more rats.
Added Rat Meat item that has less nutritional value than normal meat.
Leaving group now uses actual mood value instead of base.
Added coverage query ability to specify radius in world space
Fixed incorrect visibility for team labels
Fixed recurrent GC alloc in AO2
fixed more UI raycast sorting issue
adding logo error highlight at the career creation screen
adding fade animation to UI panel
update career logo creation UI
sorted model for the logo by category....for ease of maintenance...
Updated Rust.FileSystem to be in line with Rust.World
AI Action sound support WIP
Disabled proto cmd caching for now.
Replay debug functions.
Removed squad debug spam.
More fixes to cutwooding AI
Added Only Fight If Attacked bool to Combat Component.
Deer and Goats should only have a chance to fight if you attacked them.
started refactoring/cleaning up replay hack test
NavMesh places support in Lua
Added CNavArea.GetPlace() = string
Added CNavArea.SetPlace( string ) = bool