114,046 Commits over 3,959 Days - 1.20cph!
Fixed errors and match quality mode to opaque receivers
Readied for the new screenspace features.
Fix server failing to startup due to heightmap being large
Fix cooldown missing from shotgun trap after it fires
Merge from rail_network_link
Merge from experimental (rebase)
reduced patterning on brutalist wall segments
Tweaked MaxDepth and MaxFloor for caves in World Setup
Underground environment volumes now forced underground during placement
Underground and building environment volumes now prevent overlaps during placement
MaxDepth, MaxFloor, MaxCount are set in inspector
More prefab work (dungeon volumes, environment volumes)
Fixed opacity mask error in foliage-billboard shader caused by recent changes
Procedural cave piece tweaks
Removed well_a, b and c pieces from procedural caves since they cannot be climbed back up
Water catchers now fill much faster when raining, even faster in stormy weather
More procedural cave piece prefab setup
GenerateDungeonBase / AIInformationZone NRE exception fixes when some stuff isn't set
Added procedural cave generation to World Setup
Added TerrainPathConnect to procedural cave entrances
Added InfrastructureType.Cave
Initial socket setup for the cave pieces
Initial sockets for procedural cave entrances
Removing old cave prefabs, disabling Scene2Prefab on old cave scenes
merge from player-heli-sound-polish
merge from HomingMissileLauncher
Merge from rail_network_link (to avoid merge conflicts later)
Better left / right connection in GenerateRailLayout
Added a ping for the kayak destination objective
Apply same restriction to global building blocks
Fixed trees spawned on tutorial islands getting globally broadcast
Reduced network group size of tutorial island for easier testing
Don't show map controls on right of screen during tutorial
While in tutorial map is always zoomed and locked to player with grid turned off
Update some paths for other scriptable objects to the correct folder
Water catcher collection rates scriptableobject
Allow setting water catcher collection rates in inspector
Added a map icon for the tutorial island
Scope transition edits and a small refactor
Fixed faberge egg material import settings
Copy over RustText changes from tutorial_island, prevents GameUI and MenuUI constantly changing whenever an unrelated asset changes
Fixed DrawGlow and GlowBlend materials getting changed at runtime and appearing in the checkin window
Refactored attack heli reload sound code, more event driven, stop us needing to check and do a GetTurret every frame
Fixed exception when using teleport2death if the player hasn't died yet