201,192 Commits over 4,171 Days - 2.01cph!
Added a crappy foundation to Paul's gang building to fix floor z-fighting
Stopped players getting sent to "jail" on maps with no jail. Adjusted building foundation. Building takeover work.
Building takeover working
Fixed clothing prefabs w/ skin parts not updating material
Building takeover can handle players changing gang affiliation during a takeover
Even more items and recipes
Add blend type option to rust/std terrain blend shaders, complex (default) and vertex alpha (simple)
Weapon recipes, icons and more.
Manifest.
Better system for handling players changing gang affiliation during squatter building takeover
Basic instanced shader owner-based gang building colour tint
Bit hacky due to building/player load order, but buildings now correctly load in their owner tint etc on new clients.
Building takeover various stuff
Merge building takeover code into Main. Can now act as a squatter to take over a building owned by someone else.
Respawn correctly in gang buildings when respawning from a prison stay
vending machines never drop any loot when destroyed
vending machine health slightly increased
rebalanced all raw meat to poison other than fish
rebalanced all burnt meat to give 1/4 cooked meat yields
tooltips can use translations
added consumable/medical info panels
added basic mounting system for chairs
merge from main/bradley-sounds
Perf fix for occludable sounds with local voice limiting enabled
Removing temp hair styles from this branch
Cleanup duplicated MainCannonAttack prefab
Most things are working with the HEM updates now.
Rewrote rebake logic to use the bake heap.
Cells and layers are now aware they're in the bake heap awaiting baking.
Updated the bake heap comparer, that it more reliably prefers cells close to players.
fix for broken head collider
Updated Facepunch.Unity (fixes manifest download sometimes silently failing)
Added a fix for the potential of navmesh sources to go invalid over time (so we check them before we bake).
A slight improvement to animal flee behaviour and speed related to angle of next position.
vending machine really no longer drops items
fixed condition not visibly scaling consumable properties in info panel
fixed tooltips getting stuck
Using steering target to judge angle of movement change works better than next position on the nav agent.