255,296 Commits over 3,990 Days - 2.67cph!
Fixed per-vertex depth computation for scattering on transparent surfaces; cause for black river sections up close
- Weapon definitions can now be set to not use ammo
- Picking up a weapon always equips it to slot 2
- Starter weapon set as not using ammo
- Disabled ammo drops for now
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flamethrower implementation
building block balance
fireballs can merge
Tree entity client skin instantiation is load balanced
Added clutter layer toggle to F1 dev tools
Clutter layer updates (RUST-772)
Load balancer per-frame time curve tweaks
Tweaked client cycle time (done with testing)
TraitPickerWidget on TribeCreation UI
Added a bunch of placeholder traits + icons
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Tweaked client cycle time
Removed some building block overhead when entering a networking group
added animations for the flamethrower's fuel gauge
Disabled far splats on terrain blend shader (affecting rocks/cliffs) on both d3d9 vs d3d11 to test perf discrepancy
Fixed building block placeholders being visible for a short time when placing a building block
fix for water barrels not destroying with foundation
Agent stores a list of of it's currently active modules, has methods for installing/uninstalling
Goal's optionally store a reference to their source module
Traits now install modules and apply effects
Added Lazy, Strong and Loner traits
Removed old animal shaders, renamed Before/Animal3 to Before/Animal
Fixed pp scattering mask uv addressing in d3d9 (#781)
Traits added to BeforeEditor
Added TraitSettingsEditor
File cleanup
Fixed pp scattering dx9 shader compilation error (#781)
UnitComponent implementation, ported Senses, Items, Attachments, Wearables and Aging so far
Renamed EntityPhysicsListener to PhsyicsListener, Added IPhysicsReciever, implemented by components that use triggers (senses so far)
Reduced PlayerCamera min distance to 50 (from 500)
created side door, rear door, door hinges and mechanisms, roof, mud flaps, tail lights
Touched ocean and river shader
Fix for q1 parallax artifacts on steep rocks (#755)
Fixed camera depth mismatch affecting scattering on transparent surfaces
Don't evaluate neighbour entity links until they're used
Log entity linking progress on server startup separately from the stability support initialization
- Fxied bomb blast effect looping and not getting destroyed