193,084 Commits over 4,049 Days - 1.99cph!
Fixed mounted orientation.
Improvements to scientist ai with support for mounts.
Weather system ambience blending
Fixed weather FX spawners not working
bullets now hit water
protocol++
missing skin icons from earlier this week
Some missing player sounds. (World resource pickup, falling damage.)
moved craggy spawnpoint to outside mine entrance for testing
rebaked craggy alpha/height maps
Added new "Particle Collision" layer
Updated all mines prefabs with particle collision objects
Weather system particles all have collision enabled
weather FX env checks WIP
debug bits
weather fx doesnt follow the camera when in buildings or underground
savas navmesh bake
fixed debug spawner window showing bad npc types
added Ruin/Debug Tools window with spawning, weather control and all the stuff from the rustEditor window
navmeshBakeManager simplified, now just collects sources from any surfaces in the world on startup
nuked a bunch of empty folders in prefabs/NPC
updated weather system with new features from the standalone proj (fx start time, transition curves)
big wall button files (all)
Only attempt to mount a Bradley if there's no more known enemies.
Bradley Scientists should probably not be allowed to attack while mounted.
NPCs can now be forced to dismount, allowing a vehicle AI to dismount NPC passengers.
Started on Bradley Scientist.
Started on CH47 Scientist.
Curses.
Better hit FX WIP.
Cleaned the master loot tables.
More NPC things.
Manifest.
Meat Rack max builders and max subscriptions on deposit all set to 2.
Fixed stonecutter looping between taking stones for building and depositing them to stockpile.
added PhysicsDriven virtual for physics based timestamps
added storage to rowboat
bugfix for wrong facing players
deleted 'boattest'
Fixed repair bench skin icons not refreshing until clicked
Unbollocksed up the target filter for gathering items for crafting.
Craft at Machine requires free hands.
fixed boat engine ik
boat sounds have master mixer
skin approval
network optimizations
nre fixes
Fixed server player count error
totally didn't put that #endif in the wrong place
health modifications from sources other than units (eg tile burn dmg) now trigger health change display
Fixed housing supplies value being updated from non-ownable buildings.
FireMaking to survival DM.
Logging in SetDestinationSettings to try to catch out of range error.
create market units with empty random slots
Call ItemManager.InvalidateWorkshopSkinCache when new item definitions have been received
generate movement mod slots too