224,263 Commits over 3,684 Days - 2.54cph!
Added texture filtering options. Added lightmap_filter command for debugging purposes.
Added leaf ambient lighting to bsp lib. Added initial support for lighting probes (precomputed light volumes)
Clamped hieght of dropped keys so that they should reliably appear above the ground
Player will now automatically equip starting items after first run
Game restart logic now happens in GameInstance, session management should probably live there
Moved lightmap from mesh entity to model. Fixed brush models having no lightmaps.
Fixed being able to open a chest while standing on top of it
Refactored some Interactable logic to make it easier to put a different interactable primitive trigger on an object. To put a new trigger:
Make a new primitive and override: GetInteractableTrigger
Subsciribe to the Begin/End Overlap events for the new trigger
Look at LootChest to see an example, made a new box collider for the cehst so it can only be opened from the front (not top or back)
Started detecting gamepad/mouse keyboard changes
Internal logic in place, just needs new assets
Player now holds torch steady in front of body
Holo UI and stuff
Holo UI, tweaked rain, changed all Holo UI to be Transparent not masked,
Removed Print string from Character Blueprint.
Cubemaps can be loaded from file (single texture file, 6 images in a row or columns)
Experimenting with Character interfaces
...and now on the proper branch
Basic Sample Room for transition, Triggers, Fade in/out Widgets. Basic blueprint.
Stop flashlight from showing up in item console.
Equipping items affect your stats again.
Crafting cost resources again
Remove deprecated BugReport from UIScene.
TalentIcon no longer throws the "Animator does not have an AnimatorController" warning on Refresh.
Talent ui now show again.
Updated to latest EAC from Rust (and cleaned out old deprecated EAC stuff).
Renamed Rust.exe to Moss.exe in EAC (we can't build our own version anymore, need an EAC Moss account for that).
SkinnedMeshCollision only logs warning about missing SkinnedMeshCollider once.
Cleaned up performance prefab.
updating rtext mesh pro and UI extentions
fixing all the bug that came with that...
Fixed ItemStatValue and BuildingBlock.Queue meta guids.
Some more code fixes (Builds.cs, but still need to build Moss specific EAC)
Fixed missing SMAA on player preview.
Properly merging the player prefabs fixed the hit and sprint issues
Fixed Convar Component settings on Main Camera
ValidActionsAvailable now takes a teamID to check.
AI no longer sits and waits until the end of their turn when they have more command points available than actions
tab does the same as space in autocomplete
Destroy tweaks aimed at fixing the ensure
Ice lake scene tweaks
Water culling volumes
Spawning fixes
Deleting Contents
Way too many compile error to fix Most are mis-match so a clean project
folder is needed.