2,005 Commits over 274 Days - 0.30cph!
Crab and Homo Crabbus VFX.
Spiders, rats & mummies VFX.
Werewolves & Toadloks VFX'd
Made the inventory stat tooltips behave nicer.
Elemental resist widgets on inventory screen.
FX on frozen
Tweaked frozen stats
Spell updates & descriptions for minor fireball & frostbolt
Fixed walk/run speed not adding status effect modifiers
portal/moongate vis tweaks, craggy noodling
added new hazy weather type
Hooked up resistance rating fields in the inventory
Fix items without armor properties not counting stats/resistances (was stopping trinket resistances from being counted)
Flagged a bunch of assets to improve indoor navmeshes.
Spawn work.
NPC tweaks.
More NPC things.
Manifest.
Cleaned the master loot tables.
Curses.
Better hit FX WIP.
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)
fixed debug spawner window showing bad npc types
debug bits
weather fx doesnt follow the camera when in buildings or underground
savas navmesh bake
weather FX env checks WIP
Added new "Particle Collision" layer
Updated all mines prefabs with particle collision objects
Weather system particles all have collision enabled
moved craggy spawnpoint to outside mine entrance for testing
rebaked craggy alpha/height maps
Some missing player sounds. (World resource pickup, falling damage.)
Weather system ambience blending
Fixed weather FX spawners not working
Fixed itemContainer error on startup when giving starting gear
PlayerInventory has static slot index to equipment type lookup, removed hellish checks in ItemContainer