199,208 Commits over 4,140 Days - 2.00cph!
Added sorting layer for refractive particles (fixes sorting issues when more than one refraction particle emitter is on screen)
Added graphics.shadowlights (defaults to 1, specifies # of lights that are allowed to cast shadows - no longer linked to graphics.quality)
Made graphics.shaderlod affect all shaders
Fixed ST shaders breaking with shaderlod < 400
Changed ST billboard material to our version (with the LOD fix)
Replaced graphics.trees with toggle in dev menu
Fixed sometimes copying the wrong bundle folder in RustBuilder
Lets try no seperate shader bundles
Scale fps.graph to fill the entire screen in x direction
Allow inspector serialization of Vector2i and Vector3i
Added Vector2b and Vector3b
water catchers 2.0 - models, textures, mat, lods and gibs
Undone changes to UIScene
Tweaking player collision size
- Implemented GroupSpawner system - uses old Group spawning code. Spawners get created by ZoneEcology from the Biome.SpeciesList
- Added some placeholder unit/view prefabs for Human
water catchers - added custom collision and prefabs ready to implement
Renamed AIManager to AgentManager
Added SmartObjectManager to Globals object
Removed SmartObjects references in AgentManager
GameManager tweaks
Fixed drag icon being behind everything
LOD grid components now support renderers of any type (not just mesh renderers)
Converted various deployables to LOD grid
wood ladder/lods/gibs/prefab update
Better load progress on startup
Automatically detect max refresh distance of cull grid based on the distances of objects that were added to it
Added INeedsToStartDisabled to scripts that add themselves to the LOD grid
UnitInfo cleanup, (moved out of Unit class, etc)
Tribe maintains list of available names for Human Members
GroupSpawner now inits Unit and Agent
re-fix concrete stag footstep sound refs
Disabled specularity on ST billboards
Set the image hash when receiving from the server
Added AgentType enum and field to AgentSettings
Agents editor now uses AgentType for categorisation
SpeciesSettings hold groupAgentSettings, used by GroupSpawner when creating species-based groups
Added Tribe Agent
Removed IGroup
some water catcher visual polish
More bundling
Fixed crash when pulling out deployable
Moved various renderers / objects to their correct layer
Converted ladder to LOD grid
Changed construction layer toggle in F2 dev section to construction skin
Set the image hash when receiving from the server
Fixed supply drop blueprint existance
forgot the prefab dayum :P
Fixed loading screen changing colour
animations and some code to handle climbing a ladder