199,601 Commits over 4,140 Days - 2.01cph!
phrases, manifest, loot tables, et al
Fixed components not being stored properly (ended up being null) due to lack of reference on injection.
water barrel dispenser fbx, collision, materials (cloth) etc
greybox cleanup
Unit.Combat doesn't address Unit.Info in it's constructor
MorphsParametersDrawer fix
FOR FUCK SAKE fix gate prefab
- Removed TileEd scene and TileEd
- Deleted mission SO folder
Moved Unit+Animation to a component.
Made Unit.Animation enabled by default
Mission data now just broadcast to those in mission
- Hid a bunch of stuff in inspector for Room and RoomSpawner
- RoomSpawner is now a required component of Room so it gets autoadded
- Reworked prefab update tool some more
- Test room
Moved Unit+Groups to GroupMember component.
moved dens meshs to new folder and created prefabs then added to island 01 and baked navmesh moved warthog to seprated fbx so it builds properly and gave it a unique material
Unit+Morale ported to component
- More tool work, test rooms
Unit+Knowledge ported to Component
Unit+Movement ported to Navigation component
Fixed health bars on animals not appearing (RUST-814)
Asset enum drawer is back, and it works ;o
Ported Unit+Properties to Component
Added EntityComponentPriority, controls init order
Ported Unit+Relationships to a Component
Entity.DefaultStats init setup
Chat message objects are pooled (less GC)
Fixed potential chat message overflow
Ported Unit Emotes and Reproduction to components
Fixed bad stats init
- Added a laser turret tile to Rotorz (only setup as an individual tile so far)
- More factory room work
Ported Unit.Resource to component, some cleanup
- Added a script to display turret names/type as labels in editor when editing rooms