199,995 Commits over 4,140 Days - 2.01cph!
Player command refactor, added pooling support and generally cleaned up
Radial menu support for nested commands (WIP)
Supermarket / Finished the lowpoly / Added broken glass
More improvements to progression system, looking pretty good now.
Added/tweaked some progression data.
Unlock Activity creation tweaks
Merge from Progression Rework
Added a callback for steamworks.RequestPlayerInfo that is fired when the info is received
Added high quality normal mode to material packing processor
Updated analysis tool
Wearable colors persisted, synced on portrait clones
Testing and fixing bugs in item stuff. Moved multi-item stack creation method from ItemEx to the main ItemManager.
Added packed shader support for high quality normal packing
Changed packed shader keyword layout to reduce permutations
Repacked building atlas material for high quality normals
Fixed unlocks throwing an exception on save
Fixed clothing attempting to change colour before being equipped,was throwing an exception
Fixed bad activity strings for unlocks.
Fixed things being unlocked twice.
Added inspection of hide to learn to make hats and beds.
Added a few more mip levels to terrain atlas textures to mitigate alias/shimmer under trilinear
Fixed snow normal assignment on terrain atlas set
Roof, overhang, ceiling, floor, almost working correctly
removed Inspectable component
packed atlas_twig and metal armored set materials
High quality normals only when std-pm1 is 32bit
Analysis tool skipping non supported shaders for now
Fixed keyword assignments for hq normal special case
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bradley now uses a* pathfinding to navigate roads
launch site road network path
simple bradley sounds
Fixed NRE in packing processor
Fixed packed shader default values
More fixes. Everything tested and seemingly OK now.
Merge into main for item code refactor. See the big changelist on changeset #3261.
Fixed some combat component load issues
Fixed component enabled state not being stored correctly (weird protobuf issue)
Fixed ComponentsWhenDead on unit initialization not respecting whether the unit is actually dead during initialization
Working on selling to shops
finally got the unit portrait render properly working with Idle anim for both team
updated unit gloss map and portrait
More corpse save/load stuff, still has issues
More corpse stuff
Remaining meat count should be accurate on load
Mesh+bone+materials should now be correct
updated project settings .Net subset to fix 2017 errors
set jenkins Unity version to 2017.1.0f3
UI sprite cleanup/renames
Various UI polish
Fixed bad activity creation in GroupProgression
More combat system work
Fixed missing animator links on a bunch of unit prefabs
Disabled saving on radtown ore nodes (not supported by loot spawn points, RUST-1747)
Added floors to building collision mesh
Reduced spawn density of wooden logs by around 30%