I know this has been brought up before ,,, but ,,, when will they fix the building system? You can't build anything higher than 1 floor seeing the walls, pillars, and floors disappear. instead of working on spear sounds and rabbit skins how about fixing the build system. Right now the game is stalled, why collect resources and make weapons and tools when you cant protect them from raiders?.. here is a list of stuff that was posted
•09-12-2014◦Additional items may be added to this date
◦Merged changes from main.
◦Merged hunting wolves from animals branch.
◦Disabled damage indicator (temporarily)
◦Added Protection to building block grades
◦BaseCombatEntity should scale damage properly using its own baseProtection
◦Replaced damageAmount
◦Gave rabbit a skinnedcollider
◦Fixed animals not bleeding when shot/killed/hit
◦Renamed some DamageTypes
◦Curly braces.
◦AI: try not to target clientside entities in editor
◦Fixed not being an admin in editor
◦Fixed bear anim controller error
◦Tagged skins
◦MeshColliderInfo has encompassing DamageProtection
◦Temporarily removed MeshColliderInfo per bone properties
◦Added BoneInfoComponent (todo)
◦Added ArrayIndexIsEnumRanged - as above with min/max
◦Branch merge
◦Trunk merge
◦progress commit
◦New spear sounds and rock sound tweaks
◦Fixed rocks, to be proper with the new standard shader. Water tweaks. Temp scene backup.
◦running attack animations for the chicken / rabbit / stag
◦Sky, lighting and water tweaks. PBR ground texture wip files. ~Petur
none of this is addressing the major build problems... I know Gary said he wanted to move away from what he called a hammer simulator... but now its a lumber jack simulator seeing the cost to build is so high only to have it disappear and cost you even more material...Yes I know this is an Alpha game so don't waist your time. This game has so much potential but it seems to be going nowhere.
[QUOTE][B]08-12-2014[/B]
Updated animal food caloric values from admin site.
Moved GiveItem out of BaseEntity.Flags into BaseEntity.
Fixed NRE in build privliedge
Fixed furnace and fire materials being too shiny
PrefabPreProcess creates an instance of prefabs before processing
PrefabPreProcess keeps seperate lists of client/server prefabs
FixedUpdateEvent pushes realm properly
Deployables are now killed when their floor is destroyed
Reverted RustNative
checking meta files in
Updated RustNative
Fixed doors not being demolished properly
Merged with trunk
Adding exterior and interior wall pieces. wip log set, also contains door/windows and frames pieces
[B]Stability system is more stable ~Garry Newman[/B]
Removed unused / broken gizmos
Globally extraced min and max noise seed values to TerrainNoise
Weapons are framerate independant again
merge from refactor
Log detailed terrain checksums after all generation is complete (debug)
Trunk merge
Added checksum log on terrain generation (debug)
Stripping unused
deleted some ridiculously big max files.
commiting some source files for animal animations
[/QUOTE]
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