201,775 Commits over 4,171 Days - 2.02cph!
Removed emissive material from keylock
Added exclude filter to warmup
Invalidate network cache properly on looting
server.save does a clean save (wipes save cache before saving)
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-EntityAnimationToggleActive now has option to make any child BaseEntityes aware of the player on activation (defaulted to true)
-BaseEntities no longer de-aggro when out of range. Might need to revert this.
- Entity animations can now play sounds on activate/deactivate
Enabled prefab preprocessing warmup by default
added dylan's new lava flowing effect to lava court, working on lava lines texture, tweaked lava court texture to be more visible
Warn + fix if loading a save with duplicate entity ids
Tweaked corpse entity bounds
Added random volumes / pitches for player sounds
Tweaked entity visibility check
Cull twig wall shadow casting mesh when batched
Tweaked player corpse bounds
Player can trigger 3 different specials
- Made an editor tool to help quickly replace baked prefab rooms
- Added a scene with all rooms in
Fixed delete mismatch in fft destroy
Added pooling to device requests to avoid fragmentation
Prevented UI accidentally dissapearing when jabbing F keys
Moved options to main menu (this will get better)
Moved relevant native interop call declarations to RustNative/Managed/Graphics.cs
Updated native code to match changes to Unity's plugin event handling; gets rid of warning
Updated native builds with latest changes; incremented version in selfcheck
Go easy on water local refl gap reduction to reduce back tracing issues
added new lava lines to court side, and textured court side. tweak material on rocks
Quarry ladder optimizations, prefab update
Updates to Owl special smash & serve walks
Fixing bugs with unit pathfinding events and SmartObject interaction position/subscription handling
Added OnBehaviourExecuted : UnityEvent<Behaviour>
Removed AssociateWithTribeHub property from BuildingSettingsEditor
Quarry LOD Atlasing (on L2 & L3)
Moved second cupboard collider to the prevent building layer, as is tradition