113,196 Commits over 3,959 Days - 1.19cph!
Don't split up PacketId and the rest of the packet
Cleanup variable names
Fix writing packet length directly to the FileStream instead of the Writer.BaseStream
Merge from tutorial_island
Move the trigger for ending the tutorial further out from the island
Expose show use bind and show belt bar binds in the user interface section of the options menu
Add more wood to all post bear stages of the supply box
Finished making all pages look good with skin viewer. Added an edge fade effect.
Just still needs an animation fix for the diver suit.
tutorial end cinematic audio pass
always include nightlight shader
Clear death marker from map after player respawns on tutorial island
Removed old poses directory
Moved poses to media directory
Turn on GameTip.showgametips convar when starting the tutorial
Harbor progress
Roof dressing
Overgrowth progress
Material changes to tie everything together
Don't show the campfire or furnace deploy guides until the player is at that tutorial stage, fixes soft lock situation where the player deploys the entity before that mission stage has started
Add spawn points to Bradley prefab.
Allow a frame for the navmesh obstacle to kick in.
Use spawn points and cycle around them if more scientists than spawn points.
Init scientists with entity memory of target.
Scientists take cover from target when spawning.
Remove IndirectLighting script from MenuBackground
Added Rust/Particle ASE template with base soft particles and screen masking support
Reserialized more materials
Disabled gnb shader instancing variants
Compile fix (removing unused "using")
merge from nightlight_shader
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Changed IndirectLighting class a bit to make it implicit
Increase scientist spawn radius
Header, background override
Added additional scripts to the SkinViewer cam that the IconRender cam has. Added indirect lighting singleton in SkinViewerTest and MenuBackground scenes.
Adjusted SkinViewer lighting to fix highly shadowed areas