194,451 Commits over 4,079 Days - 1.99cph!
added TODO for loading change I want to make without crashing the everything
reverted Database.cs which was inexplicably crashing the editor
Generate collision for multiple floors
Making sure main coverage queries component is disabled on osx
game mode tweaks.
grouping for BaseEntitySettings AssetMenu.
Database Get doesn't care about paths dictionary now.
fixed command point bug with combat chains, fixed grabbers
Making modifications to interactables to allow for multiple actions.
Reduced distance fog / aerial perspective density at daytime / dusk / dawn by 25-50%
Switched to storing the collision points in local space
Disabled flare coverage queries on OSX; fallback to using rays
Activity category & type enum generation
Added IInteractionProvider.GetAllInteractions & BaseEntitySettings.GetAllInteractions
Added "authtimeout" convar (default = 10 seconds)
unpacked all; minor partial PM correction needed for HQN
more combat system stuff
hardcoded an idea to test out
Reduced spawn density of wooden logs by around 30%
Added floors to building collision mesh
Disabled saving on radtown ore nodes (not supported by loot spawn points, RUST-1747)
More combat system work
Fixed missing animator links on a bunch of unit prefabs
UI sprite cleanup/renames
Various UI polish
Fixed bad activity creation in GroupProgression
set jenkins Unity version to 2017.1.0f3
updated project settings .Net subset to fix 2017 errors
More corpse stuff
Remaining meat count should be accurate on load
Mesh+bone+materials should now be correct
More corpse save/load stuff, still has issues
finally got the unit portrait render properly working with Idle anim for both team
updated unit gloss map and portrait
Working on selling to shops
Fixed some combat component load issues
Fixed component enabled state not being stored correctly (weird protobuf issue)
Fixed ComponentsWhenDead on unit initialization not respecting whether the unit is actually dead during initialization
Merge into main for item code refactor. See the big changelist on changeset #3261.
More fixes. Everything tested and seemingly OK now.
Fixed NRE in packing processor
Fixed packed shader default values
bradley now uses a* pathfinding to navigate roads
launch site road network path
simple bradley sounds
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Fixed keyword assignments for hq normal special case
High quality normals only when std-pm1 is 32bit
Analysis tool skipping non supported shaders for now
packed atlas_twig and metal armored set materials
removed Inspectable component
Roof, overhang, ceiling, floor, almost working correctly
Added a few more mip levels to terrain atlas textures to mitigate alias/shimmer under trilinear
Fixed snow normal assignment on terrain atlas set
Fixed bad activity strings for unlocks.
Fixed things being unlocked twice.
Added inspection of hide to learn to make hats and beds.