199,426 Commits over 4,140 Days - 2.01cph!
fixed positioning of the map so it sits better in the player's hands
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merged rework branch to main
Payphone glow effect work + mission instance rename.
Disable glow after user interacts for the first time after connecting
more victory conditions wip
Payphone glow handling the fact that payphones spawn in and out on the Client.
Caching outline effect reference in MissionManager
Merging glow effect back into the mission branch.
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wip:
match definition
game tags
victory conditions
match actions
Fixed repair being free on some objects that only cost a very small amount of resources (for instance reinforced window bars, RUST-1692)
Fixed EnemyOverlayWidget not freeing up icons used by dead targets
Fix for glossiness slider in workshop not working on roadsign armour
Basic project validation window + asset processer hook
Cherry picking
11160 from base_project
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hand bone position change
Enabled item condition on sleeping bags and ladders
Changed save file extension to .sav instead of .map.sav
new match actions: MACapture, MASetGameTag, MASetTeamTag
new victory condition: VCControl
Cherry picking
11163,11164
Cave spikes are their own entity (required to preserve immortality and disabled decay after save load)
EntityActivity.InvokeEvents robustness
ActivityManager.Add robustness
Fixed a couple of bad Activity creation calls in Tribe
Cherry picking
11166,11168 from main
Observation goal gated by threatened condition
Fixed NRE in ScreenShake
Fixed bad EndSample in QuadTree[]
Unit/TribeSpawner terrority influence is optional
wip CmdSetTag and testing