198,903 Commits over 4,140 Days - 2.00cph!
Added EnvironmentVolumeGroup to deal with weather transitions
Fixed weather audio transitions lerping to incorrect values resulting in weather type/audio mismatches when moving between env volumes
Added foggy, overcast and snow weather types
added target type to combat log
dont print combat logs for non living targets (still print logs with no target)
Curse UI widget.
Curses use it.
Fullscren overlays aren't so intense.
Proper loot panels on crates.
Actually fixed HudElement warning spam
Dont show health bar name text for anything other than npcs and players
Debug hit fx.
Rye doesn't go crazy in wind.
NPC corpses use the right loot panel.
Added NPC definitions
Fixed HudElement warning spam when looting an NPC
Fixed itemContainer error on startup when giving starting gear
PlayerInventory has static slot index to equipment type lookup, removed hellish checks in ItemContainer
use dismount position closest to seat for vehicles
maintain old view angles when dismounting
Merged from mountable ai branch.
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'