198,693 Commits over 4,140 Days - 2.00cph!
Added a UI indicator for people who are homeless
Added depositing to the rock harvesting goal so that people are more likely to deposit the rocks instead of going to gather something else
Fixed player hud getting stretched.
BEF-280: Homeless people notification doesn't ever go away or update to account for the people who now have a home
Removed "claim a home" AI
renabled global UI in scene
TerrainMetaInspector NRE fix
ProjectVersion.txt (2018.1.5f1)
Terrain inspector resets painting mode on disable (might be bad 4 petur pls let me know)
UI menu on a couple more screens
Actually got a menu system working nicely for the extra game mode screens. Removed GameMenuOpener. Instead, SimpleMenuNavigationController is a fairly basic UINavigationController subclass that allows opening a menu, and other UIViewControllers can subclass it if they want to also be able to open a menu and push/pop stuff. Works better than moving push/pop into the main UIManager because it still allows the whole stack to be cleanly cleared when the view changes.
Saving some partially-complete navigation stack work for posterity, but going to try something else
Finished water refactor for the most part, w/ all new features now working
Ocean, and other water bodies are now a separate game objects from Water system
Water reflection probe now created at runtime
Fixed probex in edit mode
Fixed deferred decals adding cmdbuf multiple times
Nuked deprecated script
Fixed GPV's module score being set to the score of the entire GPV instead of just the module.
People on stone gathering duty will now harvest from any dispenser that provides rocks.
fix for weird box behavior on rhib
compass no longer displays over inventory
re-enabled stranger and raid spawn points on island 1
BBQ exploit fix
Small refinery can no longer be fully submerge underwater
Re-enabled the spawning of some key items and resources
Don't spawn ViewSpawner on inactive transforms
compass button added (default c)
menu options for compass off/on/toggle/hold
initialise Settlement Morale at 1 so the settlement doesn't instantly surrender
update particle shader model 3.0 > 3.5
Updated LZ4 (second attempt)
construction material spawner on island 1 until we get better biome spawns.
stone pile harvestable without a tool.
logging of possible NRE in ItemView.
Changes to stop ItemSpawner getting stuck in a while loop
Merge from branch on which big rock and big block of mud were deleted
Remove null items from ItemSpawner in OnValidate (seems to have fixed the getting stuck)
Added Rust.World and Rust.FileSystem asmdefs (used in world SDK)
Moved checksum class to Facepunch.System
Removed bridge topology, added swamp topology
New world serialization format
Removed the custom image from loading screen. Not much we can do with it really since the game mode prefab isn't loaded yet on the client when it's showing.
More functional Welcome screen that allows setting name, icon, and description per game mode
Fixing a network ordering bug that could cause the player to spawn without their proper held item. Also fix IsClientOrListenServer bug
Reduced temporal AO-related flickering
Mitigated water z-fighting on terrain near coplanar to water level
Gang sign update. Gang buildings can enable/disable their signs depending on whether the game mode supports gangs.