195,819 Commits over 4,110 Days - 1.99cph!
Added Evaluate(BaseEntity entity) to Unity Type Condition Settings.
Roads appear a bit more grounded
further fixes to MT Tunnels
Road mesh generation is done in separate step from road layout generation (after all terrain adjustments are processed)
Fixed holes in tunnel slope section
Military tunnels signs models and textures
MT Scene Update
rocks_ms_atlas_snow uses rust shader
Fixed fucked up variable name in FlameThrower.cs
split child in to male and female
Fixed power substation rotations
Tweaked power substation terrain adjustments
Pylon paths end at border of radtowns (required for big power substation placement)
Added map toggles to terrain placement scripts
Disabled alpha mask copy for power sub stations
Fixed another invalid decor path (arctic_bushes in forests)
ProjectVersion.txt (update your editor to p1 or don't commit this file guys)
Made error message from invalid decor less spammy (only logs once)
Power substations baseline, still needs work (RUST-1171)
Fixed bus stops not shaping terrain (RUST-1170)
Some more descriptive error messages when procedural scripts are set up incorrectly
udpated sabertooth with HIT boxes and noticed loads of bones that shouldnt be there so fixed that too
Network++
Made the LR300 accurate.
Lied about making the LR300 accurate.
Both new Savas island variants to prerelease.
Both new Savas island variants to prerelease.
Maps ready for merge.
Fixed some overly aggressive LODing that was removing cover at medium ranges.
Unique mine loot tables.
Fixed babies not being correctly spawned and held by the mother after birth
Reproduction data tweaks for most animals
Perception refactoring and senses trigger
Reproduction data tweaks for testing, minor ticking cleanup
People who eat mushrooms in they find in the woods no longer wander around looking at their hands long after the effects have worn off.
Effect descriptions keywords support
forgot to re-enable one more thing!
disabling cheats and fixing another ui bug
testing another fix for multi eating bug
Music now fades out rather than crossfades, and other music tweaks
Added TribeActivityTrigger, TribeMemberActivityTrigger. Replacing ActivityTrigger
Desire related mood Effects no longer expoed to player
Cleaned up some Triggers.
Added crossfade to MusicManager.
Correcting articles in front of vowels. Untested for now, and unsure whether we really want to do this (as it proved a wee bit complex), or if we just want to have a keyword for it instead... Hence I branched it.
EntityManager.Tick tweaks
Don't tick components on destroyed entities
ECS tick only removes old components once a complete tick has been completed
Fixed Triggers grouping in DataBrowser
ActivityNotificationsWidget no longer uses a Queue, always shows newest notfiication on top