194,029 Commits over 4,079 Days - 1.98cph!
applied new recoil etc to most weapons and balanced them
added uniform shake effect to guns
Add ability to limit voice counts for individual sounds globally
Global voice limiting on bullet impacts (shotgun trap perf fix)
Add shotgun trap sounds
Maybe I'll put it into the right branch.
Attach mission instance to the player that's doing it. Don't think the Mission Manager actually has to care what missions are active. There is some chance of double-ups if missions have no central controller but this can be handled by careful success/failure states (if someone else completes your hit mission you'll still "win" it).
Working out a framework for running missions, somewhat based on Bill's original work
some fixes on the rocket_crane type lift
replaced lifts inside factory with door-less version so we can jump in and out while in movement
Restored light fume particle effect material
Let's use invariant string culture when auto renaming stat measurement triggers
Lift_no_doors prefab/anim controller
Nobuild zone tweaks & other small stuff
Fixed bad debug flag in DebugToolTabSettings
Added Morale debug panel
Rocket factory / new walkway layout and puzzles
Scared effect no longer pops notifications
Various territorial AI tweaks
Disabled Influence comment on various weapons
Cherry picking recent code changes
Added Influence debug panel
Fixed Obersvation AI break condition loop
Fixed errors in GoalSettingsEditor with multiple objects selected
quick fix for additive anims breaking
Doubled floor spike health (meh, I know)
Disabled lighthouse doors temporarily
Always enable prefab pool / prefab info debug modes in the editor
Military tunnel topology tweak (RUST-1516, RUST-1580)
Removed WashedUp effect from WashedUp gamemode
Moved powerline poles to world layer
wip stuff.
hardcoded tile fall to be turn 80 until I change it to be an action, so we can test control mode