198,677 Commits over 4,140 Days - 2.00cph!
isHugging and isMakingLove placeholder anims
Added Amplify Shader Editor beta
More work on Ritual Social. Added RitualModeType enum in code... should probably look at ways to do this in data (using Definions and Simulators possibly), but this is good enough for a first pass.
Working on Social Ritual.
Merge from ambient_light_volumes
Added back in the idea to append ManagerSingletons to the GameManager gameobject, but did so in a safe way that can't cause infinite loops.
Fixed ManagerSingleton's way of instancing _instance when T can't be found in scene, to prevent possibility of infinite loops.
Added first version of rust/std 4-way blend shader (RUST-1284)
Removed some more legacy shader params; cleanup
Disabled terrain quality affecting shader lod; keep shader level as master LoD control for consistency between terrain and objects (RUST-1280)
Clamping X position to grid max.
Removed "LoadGameFromSubscene" script, cleaned up how the game setup works in editor.
hunger - bravery simulator now outputs correct values
Fixed incorrect ordering of tutorial triggers
Effect tick invokes StatManipulator.OnValueChanged for any manipulators with simulated values
Moved world around to center town at... center
Added Deconstruction interaction to all buildings / fences.
Deconstruction of buildings must be Exclusive interactions.
IInterctable and raytracing for interactions
Bravery bonus when starving WIP
Felt a bit like the max possible trajectory miss modifier was a bit too big, reduced it a wee bit.
Removed curve stuff in stat manip
NetworkEntities now remove themselves from ships serverside when being destroyed
Added threat considerations to a bunch of places in the AI
merge from ambient light volumes
Environment volume base implementation
Added environment volumes for underground areas
Eliminated ambient light completely when underground
Roof, ceiling, floor, overhang materials are now saved.
Fixed freeze gamespeed toggle not working
Now we gain skill when we completely miss a target, and we get a bonus based on perceived threat of the target (if it's attacking) and if target is further away.