200,001 Commits over 4,140 Days - 2.01cph!
Added building prevent_building colliders to barricades
Fixed accidental item grant
storage containers spew contents when ground is missing
How much trouble would it cause if each line of text was its own canvas
Fixed accidentally DDOS'ing Valve
Fixed issue with entities not being destroyed when they dont have a smartobject component
Moved BuildingSkin out to it's own file, added skeleton for BuildingState
Added MachineProcessEffect monobehaviour to track and manage effects created by Machines
MachineProcess can now take additional input entities whilst running (to be made optional, but it works for fuel processing)
FuelToEffect MachineProcess increases the duration of the process as more input is added (should also scale the size of its VicinityEffect)
Cleaned up FX_Fire prefab a bit
Basic effects stuff in MachineProcess
Fixed IndexOutOfRangeException when graphics.shadowlights is less than 0
Added shadow light count slider to F2 menu
Added pooling system and basic audio system.
re-added clouds to cloud city env
Added debug view support to deploy volume checks (numpad /)
Fixed a bunch of warnings
Removed behaviour component with missing script from ambience/default prefab (cc alexrehberg)
Some Consideration cleanup.
Added microfiber fuzz support to deferred shader; drawback: spec is mono on mats where fuzz is used (cloth)
Added "Rust/Standard Cloth" and "Rust/Standard Cloth (Specular setup)" with masked tinting and fuzz
Added ClothTest scene + sample hoodie tint mask
Added tool to find all materials using some shader at "Tools/Find/FindMaterialsUsingShader"
Cleaned up reusable standard code a bit for use in all Rust-Standard derived shaders
Numerous editor tweaks and cleanup mostly around Consumables and Considerations
Removed several partials from PlayerController, replaced with new generic handling of Entity interactions
Some fixes to DSE + Considerations.
re-added clouds, added incidental animations, tweaked lighting
removed detail from inner court area
Resource is now an Entity rather that EntityComponent
Fixed some bugs with view handling in BeforeEditor
Fixed reorderable lists removing the wrong item in some cases
Minor cleanup of SmartObjectSettings (made fields public)
Cleaned up EntitySettings Create methods and overrides in species/item/building and resource
hooked up some effects on bullet fx.
Fixed Resource not creating harvest interactions properly
SmartObjec initalization happens earlier in Entity creation now, may or may not cause issues (can't remember why it was done at the end)
rigged up the viewmodel for the 2handed baseball bat/mace
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Clearing up some RadialMenu whackness
Changed some clothes to use diogo's new shader
Reverted terrain shader stuff for now to digest which version is superior
Added LODGroup to some item views and tweaked foliage LODS... to basically no effect!
Imported some LUTs
Fixed bug where placed buildings wouldn't be perceived as Smart Objects by Unit+Senses.
Cleaned up some more Considerations.
Added a IsInLayerMask extension to the TransformUtil.
Modified the SetLayer in TransformUtil to take a bool on whether to propagate mask to children.
Cleaned up some inconsistencies between using SetLayer and gameObject.layer.
Cleaned up project to use IsInLayerMask over gameObject.layer ==.
Before Debug will now only show decisions that score higher than 0.
Item no longer override the SO Trigger layer.
Work in progress on getting units to consider picking up items (sticks in particular) when campfire is placed.
Disabled Harvest DSE for DM while working on item pickup.
Tweaked the way TintMap works on clothing shader
Tweaked server quit/restart so players don't lose craft ingredients
fixed a bug with the 3rd person bow animations not aiming correctly.
Currently all interactions of a Smart Object must be enabled for an SO to pass as Subscribable... picking up sticks now works.
Fixed client sending expired inventories to the server
Seperate generators from item schema