199,340 Commits over 4,140 Days - 2.01cph!
updated player bota bag drink anim
tweaked stone Hatchet normalmap,
updated stone hatchet material
Create a bundle for each map
Create tier0 bundles
Fixed some meta file weirdness in the trees folder
Added some other missing meta files
updated stone Hatchet material.
deleted old stone hatchet materials
re-rigged stone hatchet view model with updated model
updated stone hatchet vm prefab
[ultimate_soldier] Added some basic level generation and screen scrolling.
updated stone hatchet prefab
Fixed the inaccurate sand normal and heightmap.
Load bundles
Load prefabs from bundle
[ultimate_soldier] Mission generator now produces cycles, enemy placement is smarter and depends on difficulty.
[ultimate_soldier] Performance improvements.
[ultimate_soldier] Improved collision resolution.
Deleted MenuBackground/Scene
Added new menu_background001 - uses SceneToPrefab
Load menu map from map bundles
[ultimate_soldier] Enemies will now choose paths that pass through other soldiers if they have to, but will avoid doing so.
[ultimate_soldier] Fixed gun entity collision.
[ultimate_soldier] Fixed "soldiersBlock" parameter being ignored in pathfinding methods.
[ultimate_soldier] Some tweaks to level generation.
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