193,386 Commits over 4,079 Days - 1.98cph!
Require four active users to start round
- Fixed spawning in cars; now waiting properly for vehicles to init before getting in.
- Now setting allies with your teammate in the same vehicle
Don't do checkpoints for late joiners
Fix spectator bug with multiple players
New system for getting a car
Allow a custom allies list, which will let us team up characters in race mode. Previously allies could only be based on character class.
Renamed teleporter stuff to jumppad.
Unit info cards now show red values for reduced armour (needs colour tweak - maybe setting the white BG colour isntead of the text? Thai?)
Units now carry on playing their move anims while flying from jumppads.
Added GetBlock() to unit definition that returns the correct value for a passed UnitSide.
healer attack description tweak
disable replay debug loggin
Ambience CullingGroup updates are needed much less frequently and are much faster when they do happen
Eliminate GC alloc in AmbienceManager.SortLocalEmitters
Attempt at fixing impostor instancedata NRE
merged replay wip and Biter changes to main
Added BreakArmourCombatAction.
Added BreakArmour flag to AttackDefinitionSO.
Biter damage reduced 5->3 but now permanetly breaks a unit's armour (before the Biter damage is done)
Moved impostor batching code
Set up, and hooked up hitbox system.
Fixed errors due to missing meshes
Fixed server compile
Fixed fallback
vertex coloring carrots and yams
resource tweaks and yam patch
Fixed culling visibility toggle delay
[D11] Ping fix and exception fix
Moved all tree impostors to Impostor layer
Fallback to slow path when instancing unsupported
Added impostor renderer for fast cpu-side drawing + attached to main camera
Updated impostor shader to support indirect instancing
Updated LODComp, RendererLOD and TreeLOD to support fast path
Created Impostor layer; enabled by default in camera (fallback)
removed old unused ao and metalness textures for l96
Updated some spawn point at military tunnels.
Scene2Prefab Military Tunnels.
Movement rules for scientists (stay close to spawn, etc).
Fixed repair bench UI pooling issues
Update lootpanel prefab scene
L96 RGBa texture - moving from Rust standard to Core shader (can't seem to find the material change in plastic)
getting latest
tweak env and player platform texture
disable any active cooldown effects when hiding UI with F9
only show cooldown effect after actions have completed, not during
Bandit guards don't like players sleeping for too long.
Bandit guards don't like smoke grenades being thrown.
Bandit guard hostility tweaks.
Added map icons for checkpoints. Also fixed an old bug, with mission task icon always showing on the map.
ReplayPlaybackMode, wip playback control UI placeholder, disabled end turn button in replay mode.