200,016 Commits over 4,140 Days - 2.01cph!
Let's use invariant string culture when auto renaming stat measurement triggers
Restored light fume particle effect material
some fixes on the rocket_crane type lift
replaced lifts inside factory with door-less version so we can jump in and out while in movement
Working out a framework for running missions, somewhat based on Bill's original work
Attach mission instance to the player that's doing it. Don't think the Mission Manager actually has to care what missions are active. There is some chance of double-ups if missions have no central controller but this can be handled by careful success/failure states (if someone else completes your hit mission you'll still "win" it).
Maybe I'll put it into the right branch.
Add ability to limit voice counts for individual sounds globally
Global voice limiting on bullet impacts (shotgun trap perf fix)
Add shotgun trap sounds
applied new recoil etc to most weapons and balanced them
added uniform shake effect to guns
manifest, recoilcomp convar
merge into main
pump shotgun costs 5 less hqm
merge into main
pump shotgun costs 5 less hqm
Camera fix, getting settings back to how they were
skin approval
skin icons
missing file (compile)
thompson 10 hqm cheaper
ak47 has 50% more durability
lift animation controller for 12,18,21 meters, updated lift prefabs individually in the factory shafts
Restored stone world model material (was referencing stuff from the old Hapis tunnels)
Prefab preprocessing fixes (RUST-1463, RUST-1664)
Updated TOD
TimeManager forwards all events for ToD, updates TOD's dateTime manually. Replaced all usage of tod events with our own.
Enabled TOD time curve
fixed some locomotion anims revert when unity fixes fps bug
Exposed ECS config (ms budgets, tick rates)
Updated how manifest is loaded
Sanity checks when retrieving next position from NavAgent
Misc HasFlag usage, because .NET 4.x
launch_site scene dressing update
new pavement piece to work off loading bays
new office building model to seal the campus courtyard space better
Standardised overhead icon/UI element positioning, added support for lerping offset
Touching the stone worldmodel material
More loot on Hapis, nobuild zones, random fixes.
Testing decal fix, touched shaders involved
Switched mt_signs decal material to alpha blend instead of cutout (testing)
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