240,800 Commits over 3,867 Days - 2.59cph!
Slight tweak to out of range AmbienceEmitter deactivation
fixed character creation loop
however you look at this previous checkin of this file was a mistake
trying to fix rabbit idle
added rabbit den to map
added rabbit spawn to map
added rabbit and rabbit den
island 1 : moved tribe spawn, added 3 bear spawns
Fixed missing icons on small furnace
Ensure AmbienceEmitters always fade out on deactivation
Subtractive merge from 4321
PlayerCamera prefab values update
Don't defer player model instantiation (RUST-819, RUST-825)
Automated Linux DS Build #308
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deleted placeholder UI sounds
Fixed memory leak / performance drop-off in ParticleEmitFromParentObject
Automated Windows Build #308
added first versions of character creation UI sounds
moved some event music, changed some tags
Locomotion speed tweaks. More recoil.
Players guns spawn with ammo.
modelled all low poly outer truck, doors, mirrors etc. inside to go
Ripping out a bunch of commeted/crap code from PlayerCamera
New big powerline models/LODs/COLs
Animation UC animator behaviour references assigned in constructor, not init
Added disconnects for missions
Refactored mission status broadcasts
Reinstated crafting through radial
- Tileset is marked as dirty and so saved correctly when updating rooms
- Progress bar defintely clears now ;)
AvatarPostprocessor tweak
- Now auto save asset DB after prefab updates
- Clear progress bar
Command code, radial rework
Animation component tweak to grab settings the easy way
- DunGen tileset now gets cleared when updating rooms so it's entirely managed by room update tool
- Added a completion console message when update has finished, clicking it will select the DunGen tileset that was just updated
- Added progress bar to room building tool and added just update option to PlayFromScrene window
- More export tool work to make it faster/easier to make rooms
Ambience quality levels + benchmark
Radial menu cleanup, default action event callback when passed a single command
Resource editor fixes
UnitSpawner editor defs
Hopeful this fixes the NRE
Enabled ocean tesselation in water q=1
Tickrate gating in stats, effects and senses components
Fixed budget tick not cycling through the tick phases correctly.
TickModes added to EntityManager, re-instated a brute force tick of all entities for testing
- Reduced health of spikeys