199,641 Commits over 4,140 Days - 2.01cph!
Spawn populations can choose whether to scale with the world size or the filtered spawn area
Animals, loot barrels and ores scale with the world size instead of the filtered spawn area (easier to balance)
Loot barrels always spawn individually (no clusters)
Added spawn.report console command (prints basic spawn handler report)
Fixed missing albedo / alpha on decal_footprint_human_bare_snow_right
Removed steaminv.del outside of editor
Censor switching happens immediately (instead of needing the model to be rebuilt somehow)
Fixed knockers not censored in inventory menu
Fixed skinned clothing replacing skin textures
Fixed tshirt skins
- Turrets and other room scenery items are now added to the room spawned list so they need to be destroyed before the gates open
Players stand in player perf scene
More sensible thirdperson defaults
Added working player model prefab to playermodel scene
- Removed old UI camera creation and deleted random spaceship model files
Slight animal count tweak
Fixed NRE in TerrainCollision
Changed light shadow mask clone texture format to R32F
News button opens a different URL on prerelease branch
- Increased chance of loot containers having ammo from 25->40 %
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Automated Windows Build #285
- Changed enemies to Enemy layer
- Turret lasers no longer hit enemies
- Deleted some old scripts
Automated Linux DS Build #285
Fixed some river segments failing to be added to the water map
Automated Windows Build #286
Automated Linux DS Build #286
addec drivers chair and mount, added bumper
Ported Stats and Effects systems to EntityComponent
Removed AgentManager, ItemManager and GroupManager
Brute force refactor of simulation management in EntityManager pending ms budget architecture refactor from ptrefall
SimTick effects, not tick. Whoops
Moss_a normal map depth tweaks
Moved a folder that had been displaced by mistake
Current cooling tower wip models, powerplant dressing update
Updated basic lighting in all dungeon prefab scenes (this doesn't export)
Bunch of material environment horizont occlusion fixes, and moved some to our rust_standard
Added a small AO map to make brickwalls look better
Maybe this will fix standalone builds being stupid
Moved EntitySettings component list generation to OnEnable, not OnValidate. Derp
UI scale and some other tweaks
FOR FUCK SAKE playership camera, adding ui camera to fix jittering
FOR FUCK SAKEpickupUI prefab to use uicamera
fixed a place that was not walkable due to barrier on train_wagon_e
fixed a couple missing collisions on trainyard outer building