241,276 Commits over 3,867 Days - 2.60cph!
- WIP save data rework to move to shop stuff
Changed how armor absorbs damage (so clothing and armor correctly add up)
Pressing R rotates placement guide of objects (WIP, can do more cool stuff with this)
Network++
AI Module weight adjustments for all units
Added influence map data to all units.
Influence Map viewer now allows you to select the group being viewed.
Fix for RUST-1187
Added a pointlight to airfield antena to increase its visibility
I may not have checked this in....
Fixed CameraParticleFX.Enable being called every frame by WorldManager+Weather
Fixed a bug in WorldManager.ChangeWeather that cause it to return early and not change audio or invoke weather events
Added ammo type to combat log
UnitPortaitManager profiler hooks
Server can broadcast mission termination
FOR FUCK SAKE buzzsaw model/prefab/mat/trail/particle
FOR FUCK SAKE more file cleanup
TOD_Sampler uses MaterialPropertyBlock, must be added per object rather than refering mateirals
Projectile AH improvements
Network++
Apparently I made changes...
fixed human male item bone position (dont actually know what was wrong but reexporting and rebuilding fixed it)
FOR FUCK SAKE file cleaning
uncommented stuff + merge
Unity 5.4.0f3, parallel building again
Disabled grid gizmos by default, toggle on GridManager + DebugTools settings panel
Fixed tooltip title being truncated
- Reduced collection/UI range of pickups
FOR FUCK SAKE player prefab added smoke
!A smokes prefab
Tribe creation UI functionality and cleanup
Fixed some issues with the Unit.Wearables API
Added WhiteCat toolkit
- Added SmokeEffect slot to PlayerShip
- pickup panels are now a bit smaller
- Weapon and ability pickup UI is now only shown for 2 seconds at a time instead of 6
Fixed human damage overlay not working
Scene/prefab save because TOD scattering had a bad sky ref
New tribe create UI WIP
Human prefab updates
Can once again sprint while reloading the crossbow bringing it in line with other projectile weapons
Disabled terrain shader uvmix/far-splats unless pvt is enabled
Enabled uvmix/far-splats on terrain-blended meshes when pvt is enabled
Arid biome colors.
Added a headache to myself.
Fixed AI debugger not working