200,179 Commits over 4,140 Days - 2.01cph!
tracers effects are scaled based on velocity
Removed SOv3 namespace
Removed all SOv2 code
Got everything compiling
Disabled Unit selection routines in Player
Added HDR additive particle shader (use this for flames / tracers instead of the standard shader)
adjusted tracer material to look similar to old one
Supply Signal now networks properly to people out of range or if they are just connecting
projectiles clean themselves up when invisible
Updated metal facemask to have separate collision for metal and leather pieces (metal for mask, cloth for skullcap)
Re-fix stag footstep sound references
attempt to fix footstep issues
Back of metal facemask no longer protects the same as the front ( same as burlap headwrap now)
Added server browser filtering
disabled particle refraction
Made anti-cheat bans visible to other server users
Fixed particle refraction shader, reenabled it
Spawn deployables by the prefab name (for editor play)
Wounding stats
Added sorting layer for refractive particles (fixes sorting issues when more than one refraction particle emitter is on screen)
Added graphics.shadowlights (defaults to 1, specifies # of lights that are allowed to cast shadows - no longer linked to graphics.quality)
Made graphics.shaderlod affect all shaders
Fixed ST shaders breaking with shaderlod < 400
Changed ST billboard material to our version (with the LOD fix)
Replaced graphics.trees with toggle in dev menu
Fixed sometimes copying the wrong bundle folder in RustBuilder
Lets try no seperate shader bundles
Scale fps.graph to fill the entire screen in x direction
Allow inspector serialization of Vector2i and Vector3i
Added Vector2b and Vector3b
water catchers 2.0 - models, textures, mat, lods and gibs
Undone changes to UIScene
Tweaking player collision size
- Implemented GroupSpawner system - uses old Group spawning code. Spawners get created by ZoneEcology from the Biome.SpeciesList
- Added some placeholder unit/view prefabs for Human
water catchers - added custom collision and prefabs ready to implement
Renamed AIManager to AgentManager
Added SmartObjectManager to Globals object
Removed SmartObjects references in AgentManager
GameManager tweaks
Fixed drag icon being behind everything
LOD grid components now support renderers of any type (not just mesh renderers)
Converted various deployables to LOD grid
wood ladder/lods/gibs/prefab update
Better load progress on startup
Automatically detect max refresh distance of cull grid based on the distances of objects that were added to it
Added INeedsToStartDisabled to scripts that add themselves to the LOD grid
UnitInfo cleanup, (moved out of Unit class, etc)
Tribe maintains list of available names for Human Members
GroupSpawner now inits Unit and Agent
re-fix concrete stag footstep sound refs