254,994 Commits over 3,990 Days - 2.66cph!
Items and Attachments work
OnSoundEvent enum parse
Disconnect helditem bug. Saving disabled, reload bug, physics materials.
added sounds to bow and changed unitview to make them play in game
added pickup event to pickup left anim
added sound test human controller
Fixed some connection / disconnection bugs.
Some ReorderableListDrawer tweaks
added axe sounds + folder reorganisation
Removed audio playing from code when attacking.
UnitView.OnSoundEvent AudioClip overload (does nothing)
re-uved lod0 on uv channel 2 to match lod 1, fixed uv errors and flipped elements, re-exported both
improved shrug(dont know why this didnt go in previously really)
fixing walk loop glitch for humans
Added more stickers
Can remove and reapply
Can now switch textures in paint mode
small anim tweaks and delselect anim
Added support for ability hit sounds (currently buried beneath unit hit sounds) and added untested % of health damage check for unit hit sound type played.
Temporarily disabled fleeing because it is annoying.
Detail layer in rust/std now disabled by default
Fixed Tribe+Knowledge spamming discovery
Switched Horse hair materials to Rust/Standard spec (fix for RUST-896 and possibly RUST-846)
Deleted half-assed standard-hair shader
Replaced horse LOD3 with the proper mesh
Fixed scope shader not compiling on some weird platform
Spawners get ground height
Fixed individual GoalPlanVariant BehaviourChain elment Decisions not copying Blackboard data back onto the BehaviourChain's Blackboard
Added Entity+Debug partial
TribeStartArea now spawns 3 adults of each gender, with clothing (parity with tribe creation when playing in editor direct from a scene)
Added bow sound to combat (needs work)
Disabled confidence multiplier in DM
changed the animal prefabs so that their animators do not cull.
Fixed revz dev* shaders; grey boxes now visible
Packed Rust/StandardSkin shader into single file
Removed experimental viewmodel shadow code; no longer needed/relevant due to revz
Removed meta pass (dynamic gi) from all shaders; we'll probably never use it, less code to look at, less time compiling shaders
Apparently I made some changes to the human asset.
Packed grass code back into Nature/Grass
Packed wire code back into Custom/Wire
Deleted deprecated files; updated grass and cable materials
Fixed revz grass black ambient when LOD<300
Fixed revz sign black ambient when LOD<300
Slight modifications to rust/std cginc base to allow single file rust/std shader; easier to read and make new shaders
Switched StandardWithDecal shader to rust/std (fix for RUST-900)
Fixed revz sign/canvas painting
Tool cupboards can be repaired
Rebaked island01 to match bake settings in other scenes