199,215 Commits over 4,140 Days - 2.00cph!
- Split gamepad/kbmouse Poll functions to seperate classes
- PlayerShip now adds correct control component at startup based on chosen input type
- Changed the way mouse aiming is handled, now more accurate, less shit.
- Bit of PlayerShip code purge
Fix for RUST-413 - Various dungeons sewers gaps
Fixed overly bright foam; raised foam texture's default anisotropic level
Disabled foam underwater (camera depth based, won't match surface)
-conditions and considerations made system serializable in templates, else you could not assign them to a goal.
Splat adjustment of roads and rivers also use editor padding / fade parameters
Merge from procgen11.1
Network++
Save++
Char11 racket model, textures and ZTL.
Agent.DecisionLogs uses FixedArray
Metas, apparently
deleting this so I dont re grab it when updating workspace
Trainyard - fixed missing pipe collisions and deadfall
- Branched for more aiming/control work
Sleeping bag exploit fixes
Added EntityConditionFilterDrawer
5.3.1 updates
Added cowboy anims to controller
Added water/swimming event music
Added a summary in BuildingStates to un-confuse the confused
Fixed issue with controller direction in frontend
Cowboy - south & south east run anim source
Cowboy - south & south east run anims +.meta
Units now get the MaxSpeed stat base value from SpeciesSettings on creation
Added auto grass spawn refresh toggle to world debug tab
Some stat/SO serialization tinkering
-AlwaysWin consideration
-CanFindUbuiltBuilding Condition
-yam
-Fixed Self-Physio goal always winning
Agent.DecisionLog clears when it reaches capcity (1000)
Initial commit - Body_00 and Head_00. Eyes etc to follow
improved deer
added basic material colours to the bear
Fixed broken speedtree normals on glcore ?_?; touched all rust/standard shaders just in case
Added new runs, switched off import mats
Boilerplate for auto muting/kicking chat spammers
textured final trees, added new hanging vines
Hid some harmless warnings "Trying to add (Layout Rebuilder for)"
Error text vertex overflow (UnityUI sux)
Can melee attack + build while swimming
rebaked all lightmaps for new unity version. added stone ruins and blocks, added vines at back of court, textured trees
merging files
More \nature\grass test files.
Fixed CreateActivityActionSettingsEditor not inheriting from base
Added a lot of animation param actions back into Interaction ActionChains
Made human gathering use 3 states in mechanim (in/loop/out) cc frankieh
Fixed fruit bush missing collider/lod
Renaming some Actions
Added OpenGLCore to Windows build settings (for asset bundles on the build server)
cleaned up and named this properly
baked and textured temple stone props max