123,853 Commits over 4,171 Days - 1.24cph!
Added "Rust/Standard Mesh Terrain" for mesh-based terrains; assigned to tutorial island material w/ temp control maps
merge from main -> wire_tool_reconnect
Refactor "altMove" and "backpackOpen" into a enum "ItemMoveModifiers", add in ctrl + shift modifiers as well (unused)
Prevent backpack being dropped because the locker can't accept a backpack with items, instead keep it in the player's inventory
Add skinned backpack mesh
Fixed rail link sometimes overlapping elevator shafts
Added camera frustum outline rendering at runtime.
Halloween Score board fix
Added heightmap mesh for the second entrance
Location point generation and handling.
UI distance clamping.
Use radius for long range detection.
Added First Wanted Poster Variation
Added First Wanted Poster Materials and Model
Setup Basic Prefab
Fixed _ShadowMapTexture related errors in "Rust/Standard", possibly others
Fixed "CopyTexture" error and "built-in RT type 15 not found" warning, when spawning players
When no second rail path can be found when connecting a monument to the rail network, try pathing to our first rail path in an attempt to merge them + reuse the existing path (better than having a missing connection)
Fix cell size of backpack inventory
Fixed train signal lights at low LODs
Greatly sped up RefreshLightState by caching the splines that are part of each signal's block
Try commiting GameUI.Inventory again
Add GameUI.Inventory.Backpack to GameUI.Inventory
Add BackpackInventoryPanel
Set backpack panel to resizable
Foliage baker can now bake down the currently loaded foliage into mesh assets to be saved to disk
TrainSignal class cleanup
Merge from tutorial_island/foliage
Reduced garbage gen in RefreshLightState to zero
legacy benelli (spaghelli) shotgun
viewmodel and worldmodel with lods
initial prefabs setup
Heli wreckage & related files.
Fixed smoothness inconsistencies in all the rock_formation_small materials.
merge from main -> hackweek_backpacks_2
Second tunnel entrance progress / LODs/ collision /prefab changes
Set occupationOver of backpack to back
Cherrypick "prevent parenting"
Reassign entityPrefab of backpack wearable
Change default volume from `1` to `0`
Rename `itemVolume` to `volume` as unity is confused after changing default value
Source, detection and UI basics.
Splat updates for 8 channels.
Scene org & heightmap polish.
Initial states wip.
Held entities can now block sprinting.
Reduce movement speed and block sprinting when in sweetspot detection state.
Initial UI setup/prefab/boilerplate code.
exported new player crouch set of unarmed anims
Added console command to set player health, food and hydration.