194,436 Commits over 4,079 Days - 1.99cph!
FOR FUCK SAKE player ship textures
animations and some code to handle climbing a ladder
Fixed loading screen changing colour
forgot the prefab dayum :P
Fixed supply drop blueprint existance
Set the image hash when receiving from the server
Changed construction layer toggle in F2 dev section to construction skin
Moved various renderers / objects to their correct layer
Converted ladder to LOD grid
More bundling
Fixed crash when pulling out deployable
some water catcher visual polish
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
Set the image hash when receiving from the server
Disabled specularity on ST billboards
re-fix concrete stag footstep sound refs
UnitInfo cleanup, (moved out of Unit class, etc)
Tribe maintains list of available names for Human Members
GroupSpawner now inits Unit and Agent
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
Better load progress on startup
wood ladder/lods/gibs/prefab update
LOD grid components now support renderers of any type (not just mesh renderers)
Converted various deployables to LOD grid
Fixed drag icon being behind everything
Renamed AIManager to AgentManager
Added SmartObjectManager to Globals object
Removed SmartObjects references in AgentManager
GameManager tweaks
water catchers - added custom collision and prefabs ready to implement
- 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
Tweaking player collision size
Undone changes to UIScene
water catchers 2.0 - models, textures, mat, lods and gibs
Allow inspector serialization of Vector2i and Vector3i
Added Vector2b and Vector3b
Scale fps.graph to fill the entire screen in x direction
Lets try no seperate shader bundles
Fixed sometimes copying the wrong bundle folder in RustBuilder
Replaced graphics.trees with toggle in dev menu
Made graphics.shaderlod affect all shaders
Fixed ST shaders breaking with shaderlod < 400
Changed ST billboard material to our version (with the LOD fix)
Added graphics.shadowlights (defaults to 1, specifies # of lights that are allowed to cast shadows - no longer linked to graphics.quality)