224,005 Commits over 3,684 Days - 2.53cph!
Cherry picking
11166,11168 from main
Fixed a couple of bad Activity creation calls in Tribe
ActivityManager.Add robustness
EntityActivity.InvokeEvents robustness
Cave spikes are their own entity (required to preserve immortality and disabled decay after save load)
Cherry picking
11163,11164
new match actions: MACapture, MASetGameTag, MASetTeamTag
new victory condition: VCControl
Changed save file extension to .sav instead of .map.sav
Enabled item condition on sleeping bags and ladders
hand bone position change
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Cherry picking
11160 from base_project
Basic project validation window + asset processer hook
Fix for glossiness slider in workshop not working on roadsign armour
Fixed EnemyOverlayWidget not freeing up icons used by dead targets
Fixed repair being free on some objects that only cost a very small amount of resources (for instance reinforced window bars, RUST-1692)
wip:
match definition
game tags
victory conditions
match actions
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Merging glow effect back into the mission branch.
Caching outline effect reference in MissionManager
Payphone glow handling the fact that payphones spawn in and out on the Client.
more victory conditions wip
removed key conflict with F key
mirroring for pixel weights
mirror pixel weight fill
Switch to new csproj format, brings support for running on .NET Core
Disable glow after user interacts for the first time after connecting
Anim notifies work for sequence player and random sequence player
Payphone glow effect work + mission instance rename.
merged rework branch to main
loading ui
standardized mouse aiming input a bit
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fixed positioning of the map so it sits better in the player's hands