225,968 Commits over 3,714 Days - 2.54cph!
Some map generation order restructuring
Power substations are only added to start and end segments of paths, not to interruptions
Sewer big rooms prefabs with reverb and Ttriggers
Working on shifting our relationship approach to use Opinions.
Mushrooms not scored for DM
Cache player components because why not
UIWidget base tweener functionality
Updated bomb mission to show on map who has bomb, who has been eliminated
WTP, Trainyard,Canyon, Powerplant : removed custom terrain triggers and manual ladder triggers for sewers
Pigeon nest includes ladders / missing Ttrigger on one sewer block
Only trim start and end segments of paths
Power substation placement tweaks
gui sound import settings
Paths can mark start and end segments
Fixed white earth mounds when shader level < 200 (RUST-1224)
Sewers prefabs now include reverb and terrain triggers
fixed beard clipping
better hot animation
River and road meshes no longer cast shadows since it's pointless
Path spawning has start and end padding
Fixed TSSAA related occasional darkening
Asteroid room A reenabled, changes.
Rebuilt prefabs
Renamed some loading screen steps
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
Added missing terrain triggers in facility rooms
Added reverb triggers to both mine tunnels and military tunnels prefab
Power substation spawn fixes
Mountain spawn fixes
Biome generation tweaks
Monument topology fixes on various monuments
Removed orphaned meta files
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.
Barren map should launch again.
Invis twig tree, and some stuff.
Fixed those 4 trees with slightly offset colliders.
More PlayerController raycast improvements, radial menu fixes (save some animation bugs)
Use a catchall emitter limit group when one can't be found for a specific ambience emitter
Added UnitClassCondition
First draft of PlayerController raycast refactor (sphere check to support multiple entity interactions)