243,915 Commits over 3,898 Days - 2.61cph!
re-fix concrete stag footstep sound refs
UnitInfo cleanup, (moved out of Unit class, etc)
Tribe maintains list of available names for Human Members
GroupSpawner now inits Unit and Agent
Automatically detect max refresh distance of cull grid based on the distances of objects that were added to it
Added INeedsToStartDisabled to scripts that add themselves to the LOD grid
Better load progress on startup
wood ladder/lods/gibs/prefab update
LOD grid components now support renderers of any type (not just mesh renderers)
Converted various deployables to LOD grid
Fixed drag icon being behind everything
Renamed AIManager to AgentManager
Added SmartObjectManager to Globals object
Removed SmartObjects references in AgentManager
GameManager tweaks
water catchers - added custom collision and prefabs ready to implement
- Implemented GroupSpawner system - uses old Group spawning code. Spawners get created by ZoneEcology from the Biome.SpeciesList
- Added some placeholder unit/view prefabs for Human
Tweaking player collision size
Undone changes to UIScene
water catchers 2.0 - models, textures, mat, lods and gibs
Allow inspector serialization of Vector2i and Vector3i
Added Vector2b and Vector3b
Scale fps.graph to fill the entire screen in x direction
Lets try no seperate shader bundles
Fixed sometimes copying the wrong bundle folder in RustBuilder
Replaced graphics.trees with toggle in dev menu
Made graphics.shaderlod affect all shaders
Fixed ST shaders breaking with shaderlod < 400
Changed ST billboard material to our version (with the LOD fix)
Added graphics.shadowlights (defaults to 1, specifies # of lights that are allowed to cast shadows - no longer linked to graphics.quality)
Added sorting layer for refractive particles (fixes sorting issues when more than one refraction particle emitter is on screen)
Spawn deployables by the prefab name (for editor play)
Wounding stats
Fixed particle refraction shader, reenabled it
Made anti-cheat bans visible to other server users
disabled particle refraction
Added server browser filtering
Back of metal facemask no longer protects the same as the front ( same as burlap headwrap now)
attempt to fix footstep issues
Re-fix stag footstep sound references
Updated metal facemask to have separate collision for metal and leather pieces (metal for mask, cloth for skullcap)
Supply Signal now networks properly to people out of range or if they are just connecting
projectiles clean themselves up when invisible
adjusted tracer material to look similar to old one
Added HDR additive particle shader (use this for flames / tracers instead of the standard shader)
Disabled Unit selection routines in Player
Removed SOv3 namespace
Removed all SOv2 code
Got everything compiling