255,297 Commits over 3,990 Days - 2.67cph!
added 3rd person aiming / throw animations for the rock and spears.
fixed a bug with the IK hand holding for the bow / spear / rock weapons
fixed flamer particle effects bouncing
VicinityEffectTrigger deleted, replaced by generic the PhysicsListener system
Pre/PostSimTick through ECS
Senses using distance
refined metal added to double toptier door cost
large furnace no longer placable in water
weapons that drop from players hands are now eligable for ownership transfer when picked up
ownership transfer happens on a per-item-looted basis rather than everything in the body upon first loot
More b25 shader updates, including a standard core shader change that reduces alu
tssaa: replaced trinary minmax with luma on reversible tonemap ops to prevent artifacts like the sun's dark halo
tssaa: feedback param tweaks
Fixed shadow flickering when temporal-aa is enabled and viewmodel is toggled
Fixed viewmodel shadows going crazy after disabling temporal-aa
- Asteroid tileset test room changes. Disabled larger rooms, removed some of the extra filler stuff.
- Vacuum enemy nerfed a bit
- Tweaks to flows
▌▇▋▉▇▊▉ ▇█▋▍ ▊▅▍▇▇▍ ▊▆▋▋▅▄ ▅▅▌▉▆█ ▊██▅▋▋▋▊▅▌▊▊ ▍▋▌▊▉▅▅▄▄▄▅▋▍ ▇▊▆▉'▇ ▉▄ ▆▌▋▇██ ▇▆▊▊▌▋▊▄ / ▌▇▅▉▉ ▋█ ▆▇▉▆▋ ▆█▄█▅▋▆▉▇
Fixed water purifier interaction issues on server restart... or so I hope... (RUST-1109, RUST-1137)
▌▍▄▍▆ ██▇ ▊▉█▅▉▄▋▉▌ ▌▇▉▄▊▇▌ ▇▅▇█ ▄▆▅▄▍▌
airfield work backup
Tower antena models/LODs/COLs/Prefabs
Fixed shader error for server build
Fixed water fog dithering causing it to be ligher than it should
- Added some more asteroid test rooms and added brush b variety to others
- Rebuilt asteroid tileset/prefabs
small water catcher tap collider
Reduced temporal-aa jitter at shore at near co-planar intersections
Switched back to taa uniform helix sampling (4TX); reduces local reflection jitter
debug stuff for ownership
vm crossbow source update
Console system to its own library
Console system to its own library
crossbow reload anim length now matches ironsight start point
Normalized desire consideration
PlayerController command handling clears player created desires for the selected Unit unless if shift modifier is used
Removed unused behaviour settings refs in PlayerController+Units
Added maincamera script to apply ambient and camera frustum shader params (fix for missing ambient light)
Fixed skydome light layer mask to include transparent FX (fix for missing direct light)
Fixed painted images not saving correctly
Added Sqlite/byte/memorystream tests
removed random prefabs/models fomr greenbox
Helk'd it, left a buunch of Debug.Log's in the code
human anim eat with bool isEating
Fixed GetBetaName exception when steam isn't running (benchmarks etc)
for CUI, added Added UI.Ingame.Hud, UI.Ingame.Hud.Under
Removed hacky motion vector non-jitter matrix code now that we're on b25; using built-in, fixes issues with viewmodel
Fixed TimeWarning disposal profiler situation
Moved netgraph to Rust.UI
made dodge dodge less far