193,638 Commits over 4,079 Days - 1.98cph!
Refined some lightmap techniques. (WIP)
- Setup storage building visual states
- Animation event audio
- Some audio
- building shit
- People can now go 2 days without food
- Made StatVisualModel to control how an entity appears visualy based on a Stat
- More construction work
tidy up of human controller using substate machines and adding idle to movement blend tree in animals (to make stopping look more natural)
Fixed PVT-version of terrain parallax occlusion mapping on legacyGL/Linux
Reverted road_decals to previous
Added "Decal Shadow" toggle option to Rust/Standard; allows fade/transparent mesh decals to receive shadows from main light
Automated Linux DS Build #242
Automated Windows Build #242
Fix vertical text alignment on spawnicon labels
Tried to make console human-readable on OSX
Fixed surface.GetTextSize on OSX
OSX fonts can now be bold
- Some util changes
- Started construction stuff:
- ActionConstruct
- ActionConstructTick
- BuildingInteractable
Added forward path to speedtree shaders
Disabled deferred path on billboards to allow turning off shadow receive
- Can now issue controls at any zoom level.
- Set Island interaction radiusssssessesssiiiii correctly
- Fix for interaction position
Fixed black cargo plane trails on legacyGL/Linux
Fixed terrain parallax occlusion mapping on legacyGL/Linux
- Selection/action sound FX are now random and volume back to 1 from 0
Updated handling
New city stuff
Stick box collider, torch light moveed up, temperate animal spawns
Increased animal spawns factor
Missed a trigger on Movement(Walking) effect
Fixed movement effects being applied badly
IsMoving condition on some effects to be safe
Units removed dead targets and stop attacking
SetDestination checks for NaN or infinity and breaks (hack)
Added SleepInside/SitInside interactions for buildings, updated goal plans
Unit speed anim param tweak
Mixer tweaks, effects fixes
Fixing bugs with unit death cause by flag gating in animation code, simplified Death effect to just set flag
Effects tweaks, removed old Sprinting effect
Added big sticks to tree resource items
- Camera can now pan to a location
- Notifcation bubbles can now be clicked to focus the camera on the notification entity
Fixed river mesh shading in low quality modes
Reset behaviour on wake up
CollisionDetectionMode.ContinuousDynamic
Box colliders on some item views
- Raft now moves faster
- Made trees easier to target
- Fixes
Only add the +1f to debug spawn height for items
Goal: Added CollectItems/HarvestDesiredItem
Goal: Sleep/SleepHere now animal only
Goal: Rest/RestHere now animal only
- Island Discovery
- Some notification stuff
- Island appearance stuff
Debug item spawn gets terrain height and is offset by 1