198,620 Commits over 4,140 Days - 2.00cph!
Moving purchasing to a seperate entity
Frames now spawn in doors
Increased albedo and normal texture streaming priority
Tweaked filter settings for a variety of texture types
Added default texture import preset to preset manager
[D11][Tutorial] Updated tutorial cave hints
Fixed some materials being explicitly assigned to asset bundles when they shouldn't be
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Can now purchase from frames
[D11] [UI] slightly adjusted the spacing and text sizes on the navigation bar
[D11] [UI] moved the large player preview to hold instead of toggle
[D11][Tutorial] Increased accuracy of heli tutorial event
[D11] fix a couple of "hair" meshes which were not covered by the Hairsets (until my last commit) so had been set as non-readable, so went wrong when they appeared on a player on the map.
[D11][Tutorial] Fix for getting fuel objective not updating when picking up fuel
[D11] [UI] added a popup for renaming your sleeping bag
[D11] DTLS traffic monitoring functionality added to the plugin, interface added to Unity testbed. Fixed debug output support for DTLS 1.2 protocol.
Added Eoka Pistol strings
Making frames interactable for purchase.
[D11][Tutorial] Fixed more missing references in tutorial event
merge from main, main menu css
Improvements to main menu and the news feed on extremely low resolutions
[D11] Temp fix for Define serialization issue with loot containers
Fix for LOD states with no renderer
Moved some door stuff to door frame, replicating frames now.
[D11] Reduce upper cap on Camera Inertia to 0.8
[d11][Audio] Removed fade clicks from new UI sfx
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[D11] Make sure all the hairset mappings are complete, i.e. don't rely on a certain model being set on the prefab for the default male. The reason is we need the hairsets to completely specify these meshes used in conjunction with the MorphCache if we're going to bake out the morph poses at build time. Second commit to follow which actually implements this optimization, this changest shouldn't actually change anything other than make the current behaviour explicit.
[D11][Tutorial] Fix for missing cargo drop position
Light occludees.
Cleanup.
Don't setup LODs for objects with empty bounds (caused by missing meshes)
[D11][Tutorial] Added craft pistol objective
Proplights into shared content bundle.
Add LODGroup components in prefab preprocess, exclude SkinnedMultiMesh and DeferredMeshDecal
Doors and frames fully split
Added prefabs and rust.ai/agents to streamed texture pool (~1.6GB)
[D11] Fix for trying to aim with a broken gun, and testing out new settings for Assault Rifle recoil
All doors now use the same "door"