255,223 Commits over 3,990 Days - 2.67cph!
PreDestroy renamed to OnDestroy in BaseEntity, EntityView uses built in Unity member
more convos added to anims
Refactored a bunch of Managers to support a cleaner game restart, which now works (pending nasty hidden bugs that have yet to appear)
Added VisualFXManager
tidied up previous fix a little
Fixed player created goal plans not actually being flagged as such
Enabled hierarchy flattening in all dungeon / monument scenes
Scene2Prefab can opt out of automatic hierarchy flattening
Protocol++, rebuild plugins
Merged workshop beta into prerelease
Merged workshop beta into prerelease
Made Scene2Prefab a bit faster
Nicer progress bar for Scene2Prefab
Undone PreservedPrefabs idea
SkinnedMeshRendererInfo stores transforms (for workshop)
SkinnedMeshRendererInfo.BuildRig() builds a working default rig (workshop previews, icons)
SkinnedMultimesh can be rebuilt without resetting meshes (to retain workshop materials)
Camera.FocusOnRenderer handles rotations properly
Parenting fix. Ship firing changes
Merged with building system branch
fixed up tunnels and added proper sign posts inside tunnels to help navigation. Added tunnel signs to prefabs to tidy up heirarchy
Added caves ore loot spawners
Automated Linux DS Build #451
Restored wrongly deleted door prefab.
Replaced windows.form save/load dialogs with terrible custom versions
Automated Windows Build #451
FOR FUCK SAKE cannon ball prefab size
Some misc stuff in airfield
▍▌▌▅▇▇▅ - ▅▊█ + ▋▊▍▄ ▄▇▄▇▊ ▅▆▅▉▇▋▋
Flatten dungeon prefabs on export (performance)
Fixed water invisible on respawn after dying inside water-vis-trigger (RUST-1358)
Fixed cave_small_easy scene merge fuckup
World model drops for double shotgun, LR300 & bota
AmbientLightLOD uses LOD grid for better load balancing, less stress on the dynamic LOD manager
water-vis-trigger:: fixed underwater overlay activating between tiny trigger gaps
water-vis-trigger: changed gizmo color to blue-ish gray
water-vis-trigger: cleaned up unnecessary null checks
Merge from main
Network++
Merge from main
Network++
Fixed locks not being networked properly
Updated industrial props across monuments
Adding industrial props prefabs