202,068 Commits over 4,171 Days - 2.02cph!
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Map 2 reworked a bit.
Renamed new map to map7 and gave it a default formation.
Fixed typo in build tool warning popup
Avatar tile hover event only triggers in game mode
FollowCamera switches to AutoFocus DOF mode when entering an interior
Build tool now builds in development mode
Cross-fade audio sources in WorldManager+Weather
No more bald women, and bald men can must have a beard
fix for warning spam when moving units without anim controlloer
Audio cross-fade comment for clarity.
Let's use the opportunity to optimize weather change lerping too.
Fixed icon rendering
Nuked deprecated keyword in rust.global
Added light intensity scale callback param to CaptureScreenshot
Make sure the wrap lighting fallback only runs on subsurface profiles
Tweaked interior DOF mode settings
Reduced all weather type transition times to 30 game minutes
Ajusted LightEx intensity to match new brdf scale to fix low intensity torch, campfire, etc
Don't create weather events while we're in transition
pushing the gun trap prefab guide update
Fixed flashlight intensities to match new scale
Automated Windows Build #16
Fixed night light intensity
Fixed caustics at night
Fixed mast material
Added material swaps to flag marker
update WIP graph panel stuff
Fixed light intensities for prefabs: neutral dungeon lighting, ceiling light, search light, light barrel station
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Added mast icon
Fixed round timer
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Automated Linux Build #17
Automated Linux DS Build #17
Automated Windows Build #17
Loading should actually work now
- Console alt button is F9, screenshot moved to print screen
- New what's new UI, moved to main menu
- Pause UI restart button now quits to menu, renamed as such
- Detail view UI tooltip for clothing
- Fixed some UI system current screen execution order issues causing bugs with modal state
- Version++
* Entity.DispatchTraceAttack will now error and halt execution like expected when incorrect parameters are given
* Entity.HasBoneManipulations, Entity.HasFlexManipulatior and Entity.GetBrushPlaneCount will no longer return no value in case of failure
* Entity.GetFlexScale's will return 1 instead of 0 in a specific case where the function fails to get the actual flex scale (to match other fail case returns of this function)
* Entity.GetBrushPlaneCount and Entity.GetBrushPlane will now work on brush entities
creating trim building components diorama
- Removed IController arg form EntitySettings.Load paths
- Entities persist their IsPlayerControlled flag, restore ref to the player controller on load
- Fixed cursor being invisible after
Spear craft no longer requires axe
removing graph animation and compute shader cuz they break everything
Updated FacePunch.UnityBaseProject stuff
Added benchmark console command