201,239 Commits over 4,171 Days - 2.01cph!
added multiple colour variants of all decals and created tiered icons for all. also created paint icons (and decal for if needed)
Use normalized direction in Senses LOS checks
Shader variants
HumanView look rotation nan/inf check, via new QuaternionEx
Fixed a situation where child entities could miss a group change of their parent, then leak on the client
Fixed attachments motion vectors causing problems with tssaa
Merging biome tinting shader changes
updated mp5 silenced attack sound
Merging biome tinting changes and motion vector fixes
Destroy entity client instances recursively when a network limited entity changes parenting
Enabled player model, collider and nametag pooling again
Fixed player created desires not actually getting the right weight
animateable decay progress, if you want to look you have to assign the animator controller manually then toggle decay from 0 to 1 and back in the animator
Quicker fade out on mp5 voice limiting
Stop extra voices more aggressively when voice limiting
Missions now reward items
Server can gift items
Ton of metas
Changing variable interpolation clock a little in my work to improve vehicle jitter
Unit portrait cameras use CameraType.Preview
Added UnitVoiceDefinition asset type, stores UnitAudioBundleParameters which were previously held by the Unit.Audio component data, which has been migrated
PlayerContoller raycast now uses the ground point/capsule check as a fallback, we check interactable layers first
Spears almost being picked up
Removed SmartObject.ScoreForDecisionMaking bool, usages replaced with the base EntityComponent.Enabled flag check.
Projectiles have their SmartObject components disabled during flight
Removed extra Abilties from GoalPlan.Attack
Movement feels decent now.
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Automated Linux Build #444
Automated Windows Build #444
Automated Linux DS Build #444
Fixed effect instantiates, console messages and console commands showing up as "GroupChange" in profiler
resaved out all decals with png24 instead of png8 to remove white aliasing
Added spawn transform for ships in town.
Fixed button stretch in lists
Moved layer defines to Rust.Global.dll
Added PropRenderer
Breed now is based purely on Collaboration rather than Socials (and seems to work!).
MakePregnant action now targets CollaborationRequest BB key rather than Socials.
Removed DecisionLayers enum, touched all the things
Moved BeforeEditorLayout.AssetMenu to it's own class
added work decals and icons
Loading workshop http icons
removed decals paint folder
removed decal_1_1 tga and replaced with png
Improved Condition/Consideration drawers context awareness for AssetMenu filtering