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bradley now uses a* pathfinding to navigate roads
launch site road network path
simple bradley sounds
Fixed NRE in packing processor
Fixed packed shader default values
More fixes. Everything tested and seemingly OK now.
Merge into main for item code refactor. See the big changelist on changeset #3261.
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
Working on selling to shops
finally got the unit portrait render properly working with Idle anim for both team
updated unit gloss map and portrait
More corpse save/load stuff, still has issues
More corpse stuff
Remaining meat count should be accurate on load
Mesh+bone+materials should now be correct
updated project settings .Net subset to fix 2017 errors
set jenkins Unity version to 2017.1.0f3
UI sprite cleanup/renames
Various UI polish
Fixed bad activity creation in GroupProgression
More combat system work
Fixed missing animator links on a bunch of unit prefabs
Disabled saving on radtown ore nodes (not supported by loot spawn points, RUST-1747)
Added floors to building collision mesh
Reduced spawn density of wooden logs by around 30%
more combat system stuff
hardcoded an idea to test out
unpacked all; minor partial PM correction needed for HQN
Added "authtimeout" convar (default = 10 seconds)
Activity category & type enum generation
Added IInteractionProvider.GetAllInteractions & BaseEntitySettings.GetAllInteractions
Disabled flare coverage queries on OSX; fallback to using rays
Switched to storing the collision points in local space
Reduced distance fog / aerial perspective density at daytime / dusk / dawn by 25-50%
Making modifications to interactables to allow for multiple actions.
fixed command point bug with combat chains, fixed grabbers
game mode tweaks.
grouping for BaseEntitySettings AssetMenu.
Database Get doesn't care about paths dictionary now.
Making sure main coverage queries component is disabled on osx
Generate collision for multiple floors
reverted Database.cs which was inexplicably crashing the editor
added TODO for loading change I want to make without crashing the everything
Minor BaseAssetEditor tweak
Let's cache the entities array in UnlockDefinitionEditor
UnlockDefinitionEditor cleanup
game custom unlocks will now be locked at the start
Cherry picked packing processor changes
Various activity subscription now using generated enums
Pawn shop transaction work
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