224,663 Commits over 3,714 Days - 2.52cph!
Editor tags in IEntity, ECS member overrides (were hiding base singleton members)
Updated NavMeshComponents
New 5.5.xNavMeshBuild
Automated Linux DS Build #483
Ditched StartupUI in favor of the new unity splash shizzle
PointerClickTweener/PointHoverTweener respect selectable component interactable state
Fixed menu buttons having bad tween states
Fixed IntroUI not being mangaed properly and thus blocking raycasts in the wrong game states
Aluminum roof texture set
Warehouses models/LODs/COLs/Prefab update
Automated Windows Build #483
Delete player prefs that store last gamemode/session save name when the files have been deleted
tweaked the flashlight offset on the semi_auto pistol viewmodel
Fixed unit views not being correctly picked based on age + gender, simplified a bunch of related code
Lots of UI refactoring
More persistence refactoring, with better saving
Fixed door animation snapping with pool.mode set to 2
Automated Linux Build #483
* Added Entity.GetFlexIDByName( str ) -> id
* render.Pop functions will no longer crash the game when underflowed
* Burning props no longer ignite their gibs when destroyed
* Enabled full episodic behaviour on HL2 Hunter Chopper
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Attachment Points refactor and persistence
Updated scene / prefab
Fixed analytics in wrong build
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Increased building cost. Shop is non ownable.
unflipped city_hex_20 prefab (-1 to 1 in scale) and flipped road, mm road and ground elements inside, repositioned buildings and trees etc.
Can now only place deployables inside buildings.
Show store price/market price in inventory
Fixed MovementSounds issues
SaveLoad handles file extension internally
added swag sack model to city scene with material
Colourize generator descriptions
Effects persistence improvements and creation refactor
Minor stats refactoring/util
Fixed pumpkin stacking (RUST-1450)
Changed pool.mode default value to 2 for faster game object pooling (testing)
Fixed nametag issue with pool.mode set to 2
Fixed layers on two trees
Split the harbor crane into two parts.
Some more generic cleanup of Sessions.
Moved generic save/load handling of sessions into Session.
Made nested persisted package for Sessions.
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Working on some player collision forces. Pretty broken at the moment.