255,338 Commits over 3,990 Days - 2.67cph!
Bunch of material environment horizont occlusion fixes, and moved some to our rust_standard
Moss_a normal map depth tweaks
Moved a folder that had been displaced by mistake
Current cooling tower wip models, powerplant dressing update
Updated basic lighting in all dungeon prefab scenes (this doesn't export)
SimTick effects, not tick. Whoops
Ported Stats and Effects systems to EntityComponent
Removed AgentManager, ItemManager and GroupManager
Brute force refactor of simulation management in EntityManager pending ms budget architecture refactor from ptrefall
addec drivers chair and mount, added bumper
Automated Linux DS Build #286
Automated Windows Build #286
Fixed some river segments failing to be added to the water map
Automated Linux DS Build #285
- Changed enemies to Enemy layer
- Turret lasers no longer hit enemies
- Deleted some old scripts
Automated Windows Build #285
▆▄▉▋█▇ ▉▅▊ █▊▅▇▇▌▇ ▍▉▇▇ ▊▍▆
- Increased chance of loot containers having ammo from 25->40 %
News button opens a different URL on prerelease branch
Changed light shadow mask clone texture format to R32F
Fixed NRE in TerrainCollision
Slight animal count tweak
- Removed old UI camera creation and deleted random spaceship model files
Added working player model prefab to playermodel scene
More sensible thirdperson defaults
Players stand in player perf scene
- Turrets and other room scenery items are now added to the room spawned list so they need to be destroyed before the gates open
Fixed skinned clothing replacing skin textures
Fixed tshirt skins
Fixed knockers not censored in inventory menu
Censor switching happens immediately (instead of needing the model to be rebuilt somehow)
Removed steaminv.del outside of editor
Fixed missing albedo / alpha on decal_footprint_human_bare_snow_right
Spawn populations can choose whether to scale with the world size or the filtered spawn area
Animals, loot barrels and ores scale with the world size instead of the filtered spawn area (easier to balance)
Loot barrels always spawn individually (no clusters)
Added spawn.report console command (prints basic spawn handler report)
texture and material edits
Fixed hair color picker
WIP customisation radial/button tests
Moar work on manager refac.
Added warnings when trying to parent entity to itself
Added warnings when trying to parent entity to its child
Fixed C4 parenting to its own child
waterbucket baseline
waterbarrel
waterball