224,873 Commits over 3,714 Days - 2.52cph!
Make an enum for the map layers
Added orange roughy
Fixed a bitmask issue when looking at water types
Fixed moonpool fishing not calculating water depth properly
Fixed fishing in moonpool sometimes picking up the massive ocean collider
Adjusted surface torpedo behaviour based no more feedback. Torpedoes inheriting sub velocity again, since rising torpedos now start with a low initial velocity and we don't want to end up shooting ourselves
Torpedo texturte/mat optimization
Nixed particle plane collision not needed with the underwater masking.
Forgot to add the headlight to SoloSub
Fixed window drop spray on the Duo sub
Solosub fx conversion
Bubbles2 don't render above water
Adjusted rising torpedo behaviour based on feedback
Have torpedoes NOT inherit sub velocity, matching behaviour with other projectile weapons in Rust and making them easier to aim
updated kitchen asset prefabs and colliders
The Launch Pad will correctly open and close when a Nuke is being fired (temporarily remove dependencies for testing)
Changed Launch Site anim graph to use Client Simulate with a networked boolean
Fixed issues with aircraft moving around in circles when reaching their destination as a group
Kitchen dressing assets
models and materials and initial textures.
Working on unifying parameters to BulletArchetype jobs
Finished refactoring BulletArchetype jobs so we can merge them
Per-stage bullet job generation
Finished merging BulletArchetype jobs
Made some balance changes to the SAM Site
Added the SAM Site structure (can always make for testing right now.) Added MinVerticalRange support.
Dressing - crew quarters module detail pass
Muzzle fix for Sam Site
Muzzle1 to 6
Sam Site temp model with aim set up.
Added more rust to gas canisters
Added the Armageddon technology. Added Air Superiority requirement for the Airstrike ability. The Nuke can only be fired from a Launch Pad. Added the Launch Pad building.
Nuke Silo Hatch Temp Model
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Steel gas canister variants
Updated the crew cabinets to prefabs inside the modules
Fixed Resistances not showing for selected units. Removed resistances from the unit purchase tooltip. Added Apache as queueable from the Airfield. Don't show Kills for units that have no weapon.
Show unit and building resistances in the Selected Item panel. Added Resistance modifiers for units so that certain technologies can add or take from them. Added the Thermal Armor technology.
Merge from submarine branch
Crew cabinet texture polish / added emissive to cabinet lights
Tweaked the material of the metal bin to make it look better
Ocean ambience blending uses curve instead of simple blend distance
Have the dome shield particle effect follow the unit with SetEntity instead
Added DPS display to the unit information panel and balanced Pyromaniac's flamethrower
updated salmon to have a more salmon like shaped head, added orange roughy deep sea fish, model, skinned variant and materials
EntDoor/Platform => Door/PlatformEntity
KeyframeEnts/Doors/Platforms now check for validity of itself
Make ent_door's inputs public
Log trace dumps to a file too so they can't get lost in log spam
Reduced Dome Shield radius by 100. Update Dome Shield radius control point for particles. Added damage modifier support and updated rank system to use that. Added Basic and Advanced Ballistics technologies that upgrade existing and new projectile units with +1 damage.
Fixed creating entities in [Input]s throwing an error