199,587 Commits over 4,140 Days - 2.01cph!
Remaining materials to mesh decals
Updated parts of water plant, satellite dish, powerplant, warehouse, airfield to mesh decals
Merge fleeing stuff to main
removed annoying debug log
logs to sit in mostly working, broken by lack of position interaction editor.
Fixed a bunch of stupid allocation in DebugTools
Added sorting by tags and tag copy/paste to AtmosphericMusicSettingsEditor
Hopefully fixed a case where the player view direction was not shown correctly to clients (RUST-1154)
Fixed broken entity selection in InteractionPositionEditor
Updated remaining (hopefully) structure prefabs to mesh decals
fixed candlehat/minerhat not being visible in first person
Yet another merge from main.
removed darkening on holosight lens
reverted hitmarker sound (sorry @alexr!)
interaction position infomation for log seats assets with the fixed tools!
made a buch of things researchable (like doors/ladder hatches) that weren't before
moved most barricades to common/uncommon tier (instead of rare)
Fixed some bad coordinate conversions that were breaking fleeing
Merged SetDestination actions back into a single class, added custom editor. Stopped SetDestination ending early after a distance check when in SmartObjectInteraction mode.
Fixed BehaviourChain break bug causing SmartObject subscripts to not end correctly
Fixed rect select not working
Fixed mesh decal zwrite and blending modes
Renamed SkillTypeDefinition.Verb to SkillTypeDefinition.Noun beacuse I words good
removed FormerlySerializedAs
Deleting some mac icon files that kill plastic
Deprecated LightCloneShadow hack + removed script + updated skydome prefab and shaders
Fixed bug with game start music
Fixed decals not working properly on build
Updated bomb and package missions
Switched server to lowest quality and disabled vsync
Set some objects to not get rendered by the minimap
BuildPrefabs: Try moving a file 10 times before failing
Quickly trying out right stick cam orbitting
Started adding stuff to UnitSoundTypeDefinitions
Fleeing distance just based on Morale parameters for now until we can find a better distance calc
Effecs tweaks (death triggers restored to intended setup, pre stats def refactor)
Temporary transform.LookAt in SetDestination when we arrive at a SmartObject InteractionPosiiton
StatModifiers more easily created in code without data dependencies, example usage in Audio
Deferred mesh decal rollback
AudioSourceManager.AudioSource exposure
Initial implementation of noise in relation to in game unit sounds.
Subtracting deferred-mesh-decals rollback into a branch