200,807 Commits over 4,171 Days - 2.01cph!
Removed orphaned meta files
Monument topology fixes on various monuments
Power substation spawn fixes
Mountain spawn fixes
Biome generation tweaks
Added missing terrain triggers in facility rooms
Added reverb triggers to both mine tunnels and military tunnels prefab
Biome spawn filter is binary (makes more sense for vegetation, fixes lone palms for real)
FOR FUCK SAKE player prefab, fixing giggle bone reference in the behavior tree
Renamed some loading screen steps
Asteroid room A reenabled, changes.
Rebuilt prefabs
Fixed TSSAA related occasional darkening
Path spawning has start and end padding
River and road meshes no longer cast shadows since it's pointless
fixed beard clipping
better hot animation
Sewers prefabs now include reverb and terrain triggers
Fixed white earth mounds when shader level < 200 (RUST-1224)
Paths can mark start and end segments
gui sound import settings
Power substation placement tweaks
Only trim start and end segments of paths
WTP, Trainyard,Canyon, Powerplant : removed custom terrain triggers and manual ladder triggers for sewers
Pigeon nest includes ladders / missing Ttrigger on one sewer block
Updated bomb mission to show on map who has bomb, who has been eliminated
Cache player components because why not
UIWidget base tweener functionality
Mushrooms not scored for DM
Working on shifting our relationship approach to use Opinions.
Sewer big rooms prefabs with reverb and Ttriggers
Power substations are only added to start and end segments of paths, not to interruptions
Some map generation order restructuring
crystal prefab material looks less cartoony (material copy)
Fixed bus stops sometimes spawning inside powerlines
DietDefinitions asset type for mapping UnitDiets enum values to data (food types)
Fixed RadialMenu positioning being shite
Added Food Type definition
Canyon sewer big rooms lighting/covers pass
Power substations spawn next to roads rather than on them
Fixed power substation terrain anchors