12,718 Commits over 2,315 Days - 0.23cph!
Setup a paint save testing scene to finally get to the bottom of the multithread fog of war issues
Strip PropRenderer from spawned objects
Can't use PrefabAttribute due to assembly limitations so came up with a simpler approach
Probably not worth it, a memory sample from a large base showed only 0.7mb of these components (across 1885 of them though)
Would still need some bespoke handling for HideDuringRender usages, likely via a new component
Forgot to commit changes from yesterday, added a score HUD
Added a new chest at each base that can be looted by the opposing team, contains high value data that respawns every 30s
Show on the item info panel if data can't be redeemed
Add data spawns to all of the loot spawners
Added new GameModeAdditiveLootGroup component, can insert extra game mode specific items to loot spawns
Fixed players being killed on save/load
Update clan data immediately when score changes
Allow data to be stacked up to 5
Add small and medium data items
Insert a medium data item into a players corpse if killed by someone on the opposite clan
Boilerplate loot item and deposit entity
Fix NRE when in build priv zone
Initialise the game mode after the clan system is started in Bootstrap
Switched team system over to clan system
Alow tech trees to declare their own name
Fix position of snow jacket
Got building working at Team B monument
WIP auth support for team build zones, not working yet
Each team has their own spawn beach
Create game mode, create two teams on start and auto add new players to the lowest pop team
Paint ocean topology, fix errors
Get scene up and running, replace old static research/repair benches with modern versions
Removed the NonMatchingShadowCasting error for converting RendererLOD to MeshLOD since ew now support that
Updated the converter to match the shadow casting values
Highlight the current lod level in the inspector for MeshLOD and RendererLOD while the game is running
Also include mesh stripping on Rust.Ai and Content directories
Added support for MeshLOD to disable shadows at specific LOD levels
Fixed RendererLOD and MeshLOD last LOD sliders not accepting keyboard input
Uploading in multiple parts because plastic can't handle... multiple files
Mark an additional 180 fbx's as non r/w - mostly viewmodel anims, some clothing and body parts
Move non r/w meshes into the private content bundle for server builds, removing them from the build
Saves 360mb of memory on a freshly booted server
Merge from main_merge_10_nov
Protobuf, code gen, phrases
Merge from main
Fallback text merge on BaseEntity.Server and BasePlayer-Occlusion
Stomp changes in generated files
Fixed storage adaptors losing half of their passthrough power when using the industrial output slot
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Fix drawpuzzleresets not working with AIZ monuments (thanks Aron)
Fallback to using the radiation reset zone as the bounds check for AIZ monuments if it's a rad monument
Fixes arctic not resetting as it's reset bounds is way bigger than the monument and the resulting rad volume
Merge from puzzle_reset_hotfix
Another attempt at arctic rad zone issue
Fixed InvalidOperationException in radiation damage
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Fixed unpowered fridges in arctic biome not cooling food
Merge from puzzle_reset_hotfix