161,750 Commits over 4,597 Days - 1.47cph!
Rust XCOM: regenerated armoury hold setup, game road mesh, trail and scenes
Rust XCOM: raiders stand and fight while the squad comes out, and keep running once they've robbed
Rust XCOM: neutral callout for misses at the base
Rust XCOM: weapons held like the game (hand bone, hold anims, spine aim), walking chickens, game asphalt road, bandits raiding the base
When building default navmesh ignore colliders belonging to independant navmeshes
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Queue UniTask's pooled .NET work items on .NET Core 3.1 or later
Cargo ship refresh: loot in the interior is now all locked inside the shipping containers. Break them open with explosive/melee to get loot inside. 7 Containers total, loot split amongst them. One container is empty, and one is unlocked containing the brown crates.
Rust XCOM: regenerated armoury looks, doors, ladder hatch, chicken, road and scenes
Rust XCOM: survivors wait by the ramp foot, in view
Rust XCOM: survivor invite row in the squad panel, road track meets the ramp
Rust XCOM: visible chickens, soldier skins/hair/gender and bios, road, survivors waiting outside to be invited in
Rust XCOM: game ladder hatch slid open, swinging doors, manual furnace at game speed
Rust XCOM: regenerated armoury held weapons, foundations, QA Island terrain and scenes
Rust XCOM: sleep with head on the pillow, drop decor that renders black outside the game
Rust XCOM: held weapons from entity prefabs, progression drops and stock, outfit stats and armour, quiet bows, meal buff, timed room activities, overwatch cone, cursor-local tiles, loot rings, QA Island terrain
Rust XCOM: regenerated armoury, characters parts, terrain and scenes
Rust XCOM: squad patrols the front of rooms and steps back only through doorways
Rust XCOM: turn wall finished sides to face into the rooms
Rust XCOM: place the exit ramp from the doorway down to the ground, drop black foliage props
Rust XCOM: use the game's sleeping gesture for beds
Rust XCOM: armoury and runtime characters, loadouts, rock melee, overwatch, research, crafting, beds, hatches, exit ramp, chopping, hunting, terrain
Rust XCOM: regenerated scenes, storey-split monument, doors, clan table and loot bag
Rust XCOM: hide props standing on cut-away roofs
Rust XCOM: open back door leaf only, tidy squad panel, deploy sound event
Rust XCOM: camera controls, firing/death anims, storey cutaway, cover fix, holographic tiles, loot drops, persistent squad, food, clan table, doors, patrols, fishing village music
Rust XCOM: regenerated scenes with audio, economy and cutaway
Rust XCOM: explain what bench and furnace rooms do
Rust XCOM: cut away anything directly above units
Rust XCOM: resources economy, repeatable raids with loot, music and sound, roof cutaway, cover pass, battle cam, combat callouts
Rust XCOM: regenerated scenes, characters, effects, building grades and trees
Rust XCOM: tree line on the squad's flanks only
Rust XCOM: keep woodland out of the opening camera view
Rust XCOM: greener ground, clearer opening view, tidy end screen
Rust XCOM: above-ground base from Rust building pieces, twig to metal upgrades, forest clearing
Rust XCOM: base to mission flow, Rust-styled UI, surface and tree line, lighting pass
Rust XCOM: Rust characters from game wearables, animated by the game's player controller
Rust XCOM: generated Oxum's mission scene and baked monument
Rust XCOM: drop Oxum's to ground level, skip meshes with broken shaders
Rust XCOM: Oxum's tactical mission - grid, units, turns, AI, UI
Rust XCOM: shared visual baker with collider support, Oxum's scene builder
Rust XCOM: generated base scene, visual prefabs and room kits
Rust XCOM: outline selection highlight, closer camera
Rust XCOM: runtime assembly must not be editor-only
Rust XCOM: base screen scripts and scene builder
Prototyped customisable arrow skins (vintage target archery) with name labels auto-generated from player name, and customisable fletching colours. Both stay permanent after arrows shot. Customisation can be cleared by player. All working in-game. Customisation station (fletching jig), customisable nock colour, UI etc. planned but not started yet.
Allow hand placing scientists cover/peeks in play mode, baking the navmesh in editor so it can save ai zone polys as well
Merge branch 'unity_6.3.28'
Update: update actions to use 6000.3.28x1-1