195,868 Commits over 4,110 Days - 1.99cph!
Fix new scientists not being able to open doors
Fixed the ambient lighting when painting on signs at night
Add some randomness to the way scientist sample candidate positions, so that they don't pick the same too often, or multiple scientists don't pick the same
metabolism_compile_fix -> main
player_metabolism_tick_accuracy -> main
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shallow_water_slowmotion -> main
sleeping_bag_offcentre -> main
Store progress, started featured tab
Committing changes to update branch
Steam inventory refresh button fix
inreased culling distance of supermarket shelves
fixed gaps in small oilrig structure top model and collider
locker open lod1 shelves fix
fixed flickering from env volume in gas station garage
portacabin 600x900 env volume tweak to prevent flickering
fixed sewer volume clipping in water treatment
fixed flickering from env volume in oilrig computer room
large oilrig env volumes slightly brighter
Fixed delivery drones sometimes not making it to their destination
Disabling graphics jobs on Mac builds
Store fixes and tweaks, checkout flow
merge from climate_volume_blending_fix
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Reduce odds of re-hiding after peeking
Improve and simplify flanking pathfinding
Don't allow partial paths when flanking
- Make flanking route filtering more lenient as it was discarding some good ones
- Attempt to fix scientist bugging out when hiding
Better debug drawing for flanks, flank when possible, increase sightings memory duration
Store grid: added ordering rules, auto sizing and FakeSteamItemStub support
Don't refresh the path over time when moving to a static point (eg cover, peek)
Start setting up flanking state
- Make flanking debug display work both in games with DDRAW and in editor with gizmos
- Add height param to path debug drawing
Makes VDDRAW fallback to gizmos/handles when used in editor instead of DDRAW
Generic popup are fullscreen
RustButton uses OnPointerClick
Settings screen tweaks, aligned the texts
RustButton toggle Unpress fixes