223,524 Commits over 3,684 Days - 2.53cph!
Fixed weirdly expanding stage cards in campaign menu
Don't show powerup HUD in co-op if none are held
Fixed fuse stage player view size on switch when docked
Fixed bullet system generation using the wrong var names
Enabled global billboards only on very large bushes that should be seen from further away
Disabled global billboard on bushes
Converted all bushes from rendererLOD to treeLOD
Set tree billboards to never cull
Fixed error when viewing a workshop campaign
Fixed campaign menu initialization getting interrupted
Fixed cases where UI elements were missing if no scores were loaded
Fixed LocalizedString.AsNullable
Fixed case where campaign leaderboards wouldn't load on PC
Finished all screen implementations of the HUD mockups
Fixed another case where unit collision check gave a false positive
Greatly reduced the density of small arctic rock formations because they were preventing trees and bushes from spawning properly
Reduced the density of tree populations to be around the same number as on main (roughly 25k) / bush populations remain mostly unchanged because they need more testing
WIP ECS affect bullets
AffectBullet ECS codegen: fixed some missing aliases / ECS methods
AffectBullet ECS codegen: almost there, missing some component fetches
AffectBullet ECS codegen: need to write back components, color3 convert
AffectBullet ECS codegen: fixed conversions
Refactored how ECS component fetches are generated
Call SetComponentData for written components
Working on GetTouchingEcsBullets enumerable
TouchingEcsBulletsEnumerable first pass
Some more missing ECS bullet aliases
Working through some final missing methods for ECS bullets
Fixed some parameters not using their aliases
More aliases for ECS bullets, added Flag attrib for optional components
Disable ECS codegen while baking legacy stages
Merge branch 'master' into ecs-affect-bullets
PxcCollideable / PlayerCollideable aliases
Added IgnorePlayerCollisionForKeyframe alias
Properly grabbing and transferring all relevant buffers now.
Added globalBillboard toggle to BushEntity
Better TreeManager (msg me when it comes to unfucking this upcoming merge conflict with HDRP backport, or just subtract this changeset)
StagAd placeholder prefab with the new AI setup on
scene 2 prefab all - prefabs only
Started updating the HUD to match the mockups that Lewis did
All bushes are now BushEntity instead of TreeEntity
Separate BushEntity (much more minimal than TreeEntity)
Optimizing Distance flares culling distances
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Tundra variants of overgrowth grasses
Fixed unit pixel overlap check when picking up powerups
Disable ECS codegen while baking legacy stages
Hammer: Updated CMapOverlay to CS:GO's version - fixes most copying issues - different normals implementation
Fixed some parameters not using their aliases
More aliases for ECS bullets, added Flag attrib for optional components
RustNative update (All biomes now have a unique heightmap noise type for better biome transitions / looks)
scene 2 prefab all - prefabs only
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Initialize SENTs clientside just before OnEntityCreated if we have the entity class to initialize.
BaseNavigator now correctly sets turn & max speed at init
merge from trees_bushes_spawn_settings
Added animal Chase state.
Fixed chase speeds.
Updated animal AI design file.
Repainted LS splats
Most monuments now dont export grass splat to give way to snow or sand in respective biomes
Removed forest toplogy from bandit town, and reduced swamp topology surface
Added default values to the Super DOF UI sliders (Middle mouse click resets to default)
Set slider of DProperty_Float to use darker color scheme for contrast with the bright background
Fixed DNumSlider.SetDark not updating the text area text color sometimes
Harbors are no longer allowed to spawn on offshore islands (only on the main island)
Merge from tree_bushes_spawn_settings
Tree entity updates (collider and layer)