200,541 Commits over 4,140 Days - 2.02cph!
Removed art database from main repository
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Editor item creation tool
Added wolf headdress model, textures, etc.
portable electrical generator model + materials.
A bunch of new ambient stings
Fixed deployable guide missing some of the mesh
Added deployable distance to Construction component for helk
- Added standard loottable to area 1 enemy prefabs
- Elite enemies now access loottable instead of the old method
- Lowered default loot table values
- Checked in area work from other day
Added a few utility funcs to native texture api code
Added native FFT code for water simulation; added btf opts
- Loot now spawns with a slight delay between each item dropped and scales in
- Loot names are no longer parented to the item and items no longer rotate
- More LootDrop changes
Added native water simulation solver path; more lightweight threading; updated RustNative binaries
Shore wetness blend masking; integrated across relevant standard shaders, controlled by terrain material
Added underwater spec occlusion
Updated water prefab
Inventory contents contents
Item/container contents flags
Not Player Usable tag on collider objects - to make it so ent only 'usable' from specific point
Renamed Incentives to Interactions
ItemSettings again holds a list of Interactions which are passed to the Sibling SO on Init
- Removed DX11 option from list, until it breaks something @Ezmeow
Oiljack animations and prefab setup
Properly fixed bullet hit detection
Added option to hide assets with no editable properties in BeforeEditor
Item containers can define the max stack size
Can define item defs to never drop a world model version
Character select supports 2 player selection
finished ribcage lanterns and added ropes for lanterns. added animated bottles, tweaked water plane
Updated Lion-El rig file
Added run south, south east & south west
Vastly improved handling of AssetEnums in BeforeEditor (no more crap in SelectAsset)
Added Editor designs for Resource (Dispenser) Item management
Fixed a dict lookup error in BeforeEditorTab
Better handling of MinMax sliders (float rounding to decimal places)
Building now derived from Item (which feels wrong, might rename Item to Entity?)
First version of an optimized custom draw call batching system
Removed ResourceType from DispenserSettings.Item
Added ItemCategories enum
Reworked Harvesting a bit to use ItemCategories when finding the item to harvest
Testing possible reliability fix.
ItemDef - maximum draggable amount
Building construction requirements groundwork
Added selection history editor window
Unified itemicon's smaller icon
Show contents on vessel item icons
- Added AddToStockpile Action
- Added DepositItem Action
- Added ConsumableView, ContainerView
- Added Placeholder Sticks and Wood Views
- Added Constructable SO
- Cleanup/Fixes
First pass at bullet flybys
Missing parentheses.. Doh
added yesterday's changes to unity. (lanterns, bottle, water)
Removing Colliders from Zone in all scenes