239,555 Commits over 3,837 Days - 2.60cph!

9 Years Ago
Added new SSAO implementation and replaced the old one
9 Years Ago
holosight tweak
9 Years Ago
Fixed missing prefabs (broken references) in SatDish scene Prefab update
9 Years Ago
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9 Years Ago
RUST-474 - Missing concrete wall collisions
9 Years Ago
FOR FUCK SAKE tileset FOR FUCK SAKE cave wall model
9 Years Ago
Removed desire creation from CanFindBuildingMaterials (renamed)
9 Years Ago
Added RUST-462 Fixed RUST-471 (presumably)
9 Years Ago
Added materials and textures for Char11 Dreadora and skeletons. Frontend version as well.
9 Years Ago
Asset save
9 Years Ago
Added CanFindAnyMaterialsForBuilding condition type, which checks whether a Unit can find (either/or) any materials on the Building's requirements list, or Resources that can provide any of those required items Refactored Building quite a bit
9 Years Ago
road sidewalk blend mask polish
9 Years Ago
Switched materials in prefab
9 Years Ago
vertex normals alignement fix - road piece asphalt and road_decal gloss map polish road round layer material fix (wasn't deep enough)
9 Years Ago
Created FrontEnd materials for Owl and Cowboy. Un-hid Emission from shader. Changed shader for TENN's racket alpha.
9 Years Ago
IsSuitableAnimal
9 Years Ago
Fixing some EntityCondition data
9 Years Ago
- Placeholder weapons switch ability icon
9 Years Ago
Added emission slot to character shader. Added emission textures to where needed (cowboy). Tweaked values across selectable characters.
9 Years Ago
Building 3 plan structure (data incoming)
9 Years Ago
roads misc changes
9 Years Ago
- Made weapon switching an ability button (always unlocked) with a short cooldown - Weapons now get dropped and become physics object when switching weapons - Added new key/pad binds for weapon switching
9 Years Ago
-removed HasRequiredToolCondition
9 Years Ago
Load modded/community server list from single source, to avoid ddosing ourselves
9 Years Ago
Bed fixes
9 Years Ago
-condition for hasRequiredTool (not yet implementing desires) -some reordering of goals+plans for building -decision log starts up with logging enabled -readded filtering by state for buildings in entitycondition.
9 Years Ago
merge of roads and railroads progress from pre-release
9 Years Ago
merge from main
9 Years Ago
Prefab scenes update Roads dont cast shadows
9 Years Ago
Road LODs
9 Years Ago
Updated character prefabs
9 Years Ago
fixed swamp water shader
9 Years Ago
Eclipse anim setup
9 Years Ago
-formatting fix
9 Years Ago
NRE fixes
9 Years Ago
-camera keeps moving when orbiting while following
9 Years Ago
- Weapon models now get updated for both arms when switching weapon slots
9 Years Ago
added eclipse controller to temple scene and set up camera and materials on it
9 Years Ago
- Implemented weapon swapping (need to do the ability button/bind next) - Changed the way weapon slots work, equipping the weapon from one slot equips that weapon in both arms - Weapon definitions are now specific per arm
9 Years Ago
Tweaked player mats
bot
9 Years Ago
Automated Linux DS Build #143
9 Years Ago
Disabled projectile penetration on players (for better damage predictability, related to 12922)
9 Years Ago
Touched speedtree shaders; also using rust/standard brdf
9 Years Ago
Switched to analytic preintegrated skin/sss brdf approximation; added curvature; fixed subsurface normal not getting detail layer; tweaked materials Moverd skin shader back into deferred path (had to remove fuzz) Touched all shaders using rust/standard brdf
9 Years Ago
Simplified player colour skin lut
9 Years Ago
removed unused eclipse materials for temple court. added global eclipse variable to all temple SF shaders
9 Years Ago
added dylans tornado and cowboy racket effects to plastic
9 Years Ago
SSR early out on occluded water pixel
9 Years Ago
Added amplify color blend and prefab
9 Years Ago
train wagon greybox UV update