114,033 Commits over 3,959 Days - 1.20cph!
Procedural cave piece tweaks
Removed well_a, b and c pieces from procedural caves since they cannot be climbed back up
Water catchers now fill much faster when raining, even faster in stormy weather
More procedural cave piece prefab setup
GenerateDungeonBase / AIInformationZone NRE exception fixes when some stuff isn't set
Added procedural cave generation to World Setup
Added TerrainPathConnect to procedural cave entrances
Added InfrastructureType.Cave
Initial socket setup for the cave pieces
Initial sockets for procedural cave entrances
Removing old cave prefabs, disabling Scene2Prefab on old cave scenes
merge from player-heli-sound-polish
merge from HomingMissileLauncher
Merge from rail_network_link (to avoid merge conflicts later)
Better left / right connection in GenerateRailLayout
Added a ping for the kayak destination objective
Apply same restriction to global building blocks
Fixed trees spawned on tutorial islands getting globally broadcast
Reduced network group size of tutorial island for easier testing
Don't show map controls on right of screen during tutorial
While in tutorial map is always zoomed and locked to player with grid turned off
Update some paths for other scriptable objects to the correct folder
Water catcher collection rates scriptableobject
Allow setting water catcher collection rates in inspector
Added a map icon for the tutorial island
Scope transition edits and a small refactor
Fixed faberge egg material import settings
Copy over RustText changes from tutorial_island, prevents GameUI and MenuUI constantly changing whenever an unrelated asset changes
Fixed DrawGlow and GlowBlend materials getting changed at runtime and appearing in the checkin window
Refactored attack heli reload sound code, more event driven, stop us needing to check and do a GetTurret every frame
Fixed exception when using teleport2death if the player hasn't died yet
Bad weather probability increased, higher chance of rain, storms and fog
thumb_up
94
thumb_down
83
Converted small streaks to 6P shading
subtracting
87969 threadsafe_protobuf
merge from ddraw_improvements
merge from Attack Helicopter
merge from threadsafe_protobuf
attack heli turret reload sounds
additional movement/physics/explosion sounds for scrap transport heli and mini copter
misc polish on player heli sounds
Medium core is 6P shaded
Atlas iteration
New smaller mushroom atlas for better M/L difference