201,242 Commits over 4,171 Days - 2.01cph!
Moar effects logging and change of execution order so the removal event actually triggers after removal
Let's null the Unit when resetting Effects
temporarily removed exit action chain from Worn Out effect in order to work around a bug
Added the exit action back and added an enter action
Crimes shoud now get serialized and show in the crime log UI
Effects with removal actions but no adding actions should now work correctly
Fixed start game button not working in Tribe create UI after quitting to menu and starting a new game
Fixed bright code-lock open/closed lights when non-lit; switched transparent materials to opaque (needed shadow)
Merged in terrain texturing edit-mode verbosity mitigation
Actually fixed BEFORE-828
Remove crimes from criminal
Optimized EntityRealm.FindInGroup (saves around 30ms per network group leave)
Eliminated GC from client side entity group switching
Viewmodel source update to latest rig
Entity manager now subscribes GameInstance to all new entities OnTagChange callback
Fixes for menu buttons stopping standalone games working
checking in broken grabber damage code for later
Fully integrated the new payphone model
Made game options screen accessible from the in-game options (escape) menu
Logging to attempt to catch NRE in Wearables loading
Merge nav_generate from upstream
CNavMesh::SampleStep won't return as completed until all walkable seeds have been visited
New south road
Various other things
More song tweaks
NPCs trigger music intensity changes less aggressively
Max music volume is much more reasonable
Separate in game and in menu music volume sliders
Cleanup some old unused files
Better interactions, but interactable colliders now MUST be on the Interactable or LootDrop layer. Have updated all the existing ones.
Better, simpler interactions. And doesn't require things to be on the Interactable layer like in my test branch
Improved door interaction
Fixed main menu UI. I broke the interaction accidentally by removing a reflection method it used.
Lots of little mix tweaks and sound polish
Cleaned up a bunch of statics that never got cleared correctly, causing weirdness and exceptions if quitting a game and rejoining on the client
Added a transitional "unload" scene before reloading to Bootstrap. Quitting in editor is weird though, and 'unload' scene reappears, saying it's loading.
Recreate empty client network group provider when leaving / reconnecting server
Fixed Rust.Data error when building plugins somewhere other than Windows
removed exhausted anim paramater from worn out
Tier 3 workbench: fbx/prefab/lods/gibs/textures/etc
wip combat chain / unitview fixes