194,186 Commits over 4,079 Days - 1.98cph!
upped brightness on skydome nighttime
brightend up nightime intensity
added central hub to meshes folder
Busstop prefab was missing a decal renderer script
Removed audio stuff from player controller, now just calls into the UI sounds system
Renamed gui_radial_x sounds, since they are not only used for the radial menu
Changed bus stop pivot point to be at the center of the mesh (important for spawn filter checks)
Bus stop spawn position offset is applied via offset script parameter
Fixed bus stops spawning inside powerlines for real
Monument topology spread on power substations
Food Type Definition data pass
Fixed pylons sometimes spawning inside their power substation
Fixed power substation terrain anchors
Power substations spawn next to roads rather than on them
Canyon sewer big rooms lighting/covers pass
Added Food Type definition
DietDefinitions asset type for mapping UnitDiets enum values to data (food types)
Fixed RadialMenu positioning being shite
Fixed bus stops sometimes spawning inside powerlines
crystal prefab material looks less cartoony (material copy)
Some map generation order restructuring
Power substations are only added to start and end segments of paths, not to interruptions
Sewer big rooms prefabs with reverb and Ttriggers
Working on shifting our relationship approach to use Opinions.
Mushrooms not scored for DM
Cache player components because why not
UIWidget base tweener functionality
Updated bomb mission to show on map who has bomb, who has been eliminated
WTP, Trainyard,Canyon, Powerplant : removed custom terrain triggers and manual ladder triggers for sewers
Pigeon nest includes ladders / missing Ttrigger on one sewer block
Only trim start and end segments of paths
Power substation placement tweaks
gui sound import settings
Paths can mark start and end segments
Fixed white earth mounds when shader level < 200 (RUST-1224)
Sewers prefabs now include reverb and terrain triggers
fixed beard clipping
better hot animation
River and road meshes no longer cast shadows since it's pointless
Path spawning has start and end padding
Fixed TSSAA related occasional darkening
Asteroid room A reenabled, changes.
Rebuilt prefabs
Renamed some loading screen steps