192,970 Commits over 4,049 Days - 1.99cph!
Debug spawner can specify the spawned unit's group's hostility to the player tribe
Fixed smoothness being zeroed
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Launcher splash screen updated
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Random gear, random gender options on unit debug spawner
Added environment properties asset to adjust ambient / reflection multipliers and transition speed
More fucking wall placement shite
Deleted old unused tree assets
Fixed more wall placement issues, snapping to existing walls
Moving tree stump / log textures to safety
market tab now has owned / market lists
UIUnit_Market only shows buy button if it's not a player owned unit
set team colour to player team in player list of market
Restore spec for legacy nature/foliage shader
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Willow bushes / meshes, textures, LOD's and billboards
opportunity outcome calc fix
Removed all remaining objects from the reflection layer (now unused)
Reflection probe uses skybox shader (no directional scattering)
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Merged from reflection-fix
Fixed a bunch wall placement issues
league table entries now show correct league badge
League view can now display any league.
League view league buttons now switch current league.
Fixed mapid not getting set correctly for AI matches, map name + type now shows in results.
Scientists optimization pass
made meat rack NMO smaller to stop it from breaking item deposits
modal container back button and click to close now enabled/disabled based on panel behaviour.
hooked up modal containter title text
more opportunity work
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Scientist alertness tweaks.
Add the csproj files for the new code generator. I think these were missed because Plastic was set to ignore *.csproj files, but the code gen won't run without them. I've stolen these from the test project.
Added a primary equipment and secondary equipment ItemContainer to PlayerInventory
2 slots each
Reduced belt size back down to 6
Updated Inventory Menu to point to the new containers
Fixed Owner init ordering issue
Further prepping for trees.
Ported NetworkEntityBehaviour methods, except for the old Serialize/Deserialize.
Prepping terrain for trees WIP
skin approval
fixed third person flashlight offset
current progress on haircaps, exported playermodel with uv2 channels on head and bodies, hairstyle 2, hairstyle 1, composite maps, disabled more automatic dye presets
Initial implementation of Progression Tiers.
Converted foliage to roughness.
Updated ASE
Synced shaders with Rust
Grabbed the imposter system and pines from Diogo/Damian
better input checking for CreatePhysCollideBox/PhysCollide:TraceBox