200,023 Commits over 4,140 Days - 2.01cph!
Merge from accidental yet aply named branch
Fixed AssetMenu not grouping things correctly.
ActionSettingsWrapperDrawer uses AssetMenu
Editor tweaks, desire drain data (unused)
Scorching effect now shows in UI
Added UnitClassCondition
First draft of PlayerController raycast refactor (sphere check to support multiple entity interactions)
Use a catchall emitter limit group when one can't be found for a specific ambience emitter
More PlayerController raycast improvements, radial menu fixes (save some animation bugs)
Fixed those 4 trees with slightly offset colliders.
Invis twig tree, and some stuff.
Barren map should launch again.
Moved all assets in "Third Party" into "Plugins" instead. Code in "Plugins" or "Standard Assets" folders does not get recompiled every time, which can save some time. Sort of a poor man's DLL. Note that code in Standard Assets/Plugins can only communicate one-way though: Other code can see it, but it can't see out.
Removed orphaned meta files
Monument topology fixes on various monuments
Power substation spawn fixes
Mountain spawn fixes
Biome generation tweaks
Added missing terrain triggers in facility rooms
Added reverb triggers to both mine tunnels and military tunnels prefab
Biome spawn filter is binary (makes more sense for vegetation, fixes lone palms for real)
FOR FUCK SAKE player prefab, fixing giggle bone reference in the behavior tree
Renamed some loading screen steps
Asteroid room A reenabled, changes.
Rebuilt prefabs
Fixed TSSAA related occasional darkening
Path spawning has start and end padding
River and road meshes no longer cast shadows since it's pointless
fixed beard clipping
better hot animation
Sewers prefabs now include reverb and terrain triggers
Fixed white earth mounds when shader level < 200 (RUST-1224)
Paths can mark start and end segments
gui sound import settings
Power substation placement tweaks
Only trim start and end segments of paths
WTP, Trainyard,Canyon, Powerplant : removed custom terrain triggers and manual ladder triggers for sewers
Pigeon nest includes ladders / missing Ttrigger on one sewer block
Updated bomb mission to show on map who has bomb, who has been eliminated
Cache player components because why not
UIWidget base tweener functionality