198,772 Commits over 4,140 Days - 2.00cph!
- Renamed ConsiderationGroup to CompoundConsideration
- ResponseCurve now a static utility class
- Considerations no longer use ResponseCurve, replaced with AnimationCurve
- Replaced AssetList usage for Consdierations, Bonuses and Penalties in DSE editors with a new custom drawer
Re-enabled moon phases as they were accidentally disabled
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Testing decal fix, touched shaders involved
Switched mt_signs decal material to alpha blend instead of cutout (testing)
More loot on Hapis, nobuild zones, random fixes.
Touching the stone worldmodel material
Standardised overhead icon/UI element positioning, added support for lerping offset
launch_site scene dressing update
new pavement piece to work off loading bays
new office building model to seal the campus courtyard space better
Misc HasFlag usage, because .NET 4.x
Sanity checks when retrieving next position from NavAgent
Updated how manifest is loaded
Exposed ECS config (ms budgets, tick rates)
fixed some locomotion anims revert when unity fixes fps bug
Updated TOD
TimeManager forwards all events for ToD, updates TOD's dateTime manually. Replaced all usage of tod events with our own.
Enabled TOD time curve
Prefab preprocessing fixes (RUST-1463, RUST-1664)
Restored stone world model material (was referencing stuff from the old Hapis tunnels)
lift animation controller for 12,18,21 meters, updated lift prefabs individually in the factory shafts
thompson 10 hqm cheaper
ak47 has 50% more durability
skin approval
skin icons
missing file (compile)
Camera fix, getting settings back to how they were
merge into main
pump shotgun costs 5 less hqm
merge into main
pump shotgun costs 5 less hqm
manifest, recoilcomp convar
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).