201,896 Commits over 4,171 Days - 2.02cph!
added wip new trimmed truck, added wip window reflect shader and material, updated to newest unity
Allow AI to path interior doors
Tweaks for wind intensity on foliage (tall grass clusters, bushes)
Fixed SetDestination never ending
made wood trunk item smaller
made pine tree spit out trunk instead of logs
Mae detail view RenderTexture 2k
Forest dead branch clutter collider shouldn't block movement anymore
Stone collectables and tree stump displace grass around themselves
Fixed shitty isStationary usage in the human animator, added UnitStationaryState stateMachineBehaviour
Cleaned up some Agent debug members
re hooked up smoke mesh, lost due to unity crashing
Fix for RUST-1697 - Inaccessible loot spawn in military tunnel mines
Fix for RUST-1694 - Double door at powerplant
Fix for RUST-1698 - Building / raiding outside of caves / Light well cap model now uses a collider
assets for new spawner system
removed top and bottom from SPN_1
Removed duped code
Removed unused scenes
Fixed missing scene reference
Fix (?) for unitview tag change when a unit kills itself
Shitty placeholder code to get AI triggering stuff so I can start working on AI helper functions
Fixed some missing script references in overgrowth_dressing (pending Scene2Prefab)
Reduced wind on creeping plants
Additional warehouse LOD
Support beam LOD/COL/Prefab
Fixed door scaling
Ground pipe hole LOD/COL/Prefab
Fixed Zones ticking before they've been fully initialized
Cleaned up how we save and load zones/scene names (delete your saves) WIP
Dispenser spawn modes WIP
WorldManager.UnloadZones cleanup
Added ProceduralLift (baseline for lifts that aren't animator-controlled and can have multiple stops)
Fixed WorldManager.Load loading scenes multiple times
Fixed an issue with weather loading
Fixed some shitty init order stuff with World/Zones, needs more work tho
Warehouse occluder
Rocket factory occluder
Lift saves and loads the current floor
launchsite lifts placement for test