200,261 Commits over 4,140 Days - 2.02cph!
Fixed load game button tweens targeting wrong objects
Checking a lower tickrate
Lot adjustment done at placement time.
Updated AO2/GTAO to latest; patched
Toggled downscaled AO mode; 2x faster, same quality
Viewmodel range AO tweaks
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windows builds run in parallel
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Fixed NRE in tribe creation when starting a new game after quitting a loaded save
Quicksave overlay
Added BudgetYield utility for iterating over collections and calling some function within an ms budget
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Electric poles / spotlight and snapped cable variants
Fixed AO flickering when both MB and TAA are disabled
Replaced old powerlines in the compound monument
Switched coverage queries to AsyncGPUReadback; enabled non-windows platforms (testing)
Fixed senses not working after starting a new session (oops)
Sorting out alignment / resizing issues
launcher, shaderapidx9, unicode, compile
resources & menusystem compile
fix IGameConsole casting int to vpanel
html_chromium builds
ServerBrowser builds, client can launch and load into some maps
Working on some event stuff for game modes, but ended up doing a bunch of other fixes and things along the way. Only committing some of what I've done here so this is probably a commit with errors.
fixed detailobjectsystem simd alignment
SensesSystem init in bootstrap
Fixed settlement info UI showing bad value text
Renamed some Rust.Workshop script files so the file names are identical to the class names
Added String.ManifestHash (used instead of GetHashCode for the game manifest / prefab IDs)
CodeGen uses UNIX line endings instead of system ones
Rotated electric poles in the compound
Removed packages we dont use
Removed knock-out effect from hammer & rock weapon data
replaced links to prefab in the scene
scene2prefab
fixed cliff around the quarry on testbox
implemented platform specific mesh builder things
fixed bodygroup offsets
fixed hudmessage ptrs
Fixed role UI labels being highlighted by the build button (gg duplicating text objects with tween components)
Added checks for components to BuildingFilterSet.
IsStockpile condition now checks for the component rather than the category.
Selecting carried items for a container will now skip clothes unless we registered them to the container.