199,361 Commits over 4,140 Days - 2.01cph!
WorldManager.get_unit_temparature() now properly returns temperature (including TOD and weather modifiers)
Try to load active map from bundle
Stripped error reporting (until we can find a less shit solution for raven)
Fixed stone Hatchet prefab
Added Rust.Bundle.Prefabs.FindObjectsOfTypeAll
Started optimizing PVT shaders; split tile rendering into near/far
Started cleaning up PVT and derived terrain shaders; paving the way to standard/universal
Added first version of standard/universal shaders; still need testing
Moved some PVT shaders and includes around; nothing major
Fixed parallax seams on PVT shaders
Changed parallax distortion closer to previous setting (diff scaling)
Completed AIObstacleMesh (might still need some optimizations)
Terrain and scene file for Diogo.
Removed deprecated shaders; moving pvt shaders to play nicer with existing folder structure
Added standard/universal terrain shaders for legacy terrains; renamed existing to include procedural
adjusted the shotgun_wm model so it aligns properly with the 3rd person animations; added bota bag to the mecanim layers
- Added some ambient sounds for ocean, wind and storms.
- Ocean now has ambient sound attached
- WeatherVolumes play ambient sounds in 3d space, distances set by their size
- WeatherVolume FX spawning improved
- WeatherVolume now has optional WindZone component and WeatherType includes settings for it
Switching standard/terrain shader spec to physical-based params; Fixed a few issues
Preparing "Rust/Standard Legacy Terrain" for Petur's tests & feedback
[ultimate_soldier] pistol clip is drawn in center of screen when shown
[ultimate_soldier] cant shoot while looking at clip
[ultimate_soldier] can look at rifle clip
[ultimate_soldier] added uzi
[ultimate_soldier] tweaked pistol graphics
[ultimate_soldier] tweaked rifle graphics
- Added a WindManager script which randomly adjusts the global wind properties over time.
- Global Wind now drives the movement of WeatherVolumes
- WeatherManger spawning of WeatherVolumes has been reworked a bit, but is a little buggy.
3rd person shotgun animations done
[ultimate_soldier] added friendly soldiers
Stripped out ravenclient - was causing freezes, slowdowns, find better solution
Cleaning project up a bit. Going to add Bolt now I've learned it a bit and steamworks.net stuff.
Fixed default paused screen rendering.
Changed background scene into a scene2prefab
[ultimate_soldier] Reduced graphics bandwidth by using only two Tilemaps for the grid.
Installed Bolt. It's a real fuck about at the moment.
Added bootstrap and setup stuff and scenes
Started implementing the new palette and swatch system.
updated rigged vm stone hatchet source file
Added trivial reject to AIObstacle
Changed target bone for melee & tool weapons & re-positioned them (to fix weapons leaving hands)
Updated ConvexHull
Added better normal gizmo to MeshInfo
Re-added UnityEngine.UI.dll (fixes broken player nametags)
Added AIObstacleMesh to all rocks
Added steamworks and base scenes
Time of Day update to 2.3.1 prerelease 1
Added server browser and some UI stuff. (it looks up the Rust servers for now because I have none!)
Disabled TexturePostProcessor (was forcing all texture max width to 4069, instead of newly added - as was the intention)
Server browser layed out in a slightly nicer way.
Added SwatchIndex struct for implicit conversions, started fixing Mazing.
Changed experimental to development
Mazing and MemoryDungeon now use the new palette system.