248,661 Commits over 3,928 Days - 2.64cph!
Subtracted changeset 9596
Clamped third person player spine bending by lowering the body weight
placement radius stuff for new sphere tank
merged sphere tank monument in
fixed the 'bug' where the players' spine would bend unnaturally when he looked straight up.
properly(?) added public benches to sat dish prefab
Fix for bad river transition into ocean; doing a smooth fadeout; should hold until I get back
Updated texture handling in d3d11
WIP sleeping stuff, bugged and hacky but amusing
Added ExitActionChain to EffectSettings, an optional chain that gets created and fired when RemoveEffect is called on the Agent
Refactored SetAnimatorTrigger to SetAnimatorParamater
Editor improvements to better display action chains and paramater based modifiers together
Updating example textures
Steam fixes
Raised bloom intensity to 0.075 (1/2 the original) good tradeoff for now; thinking of area light spec to solve energy probs
spears range increased
spears attack radius (margin of error) decreased significantly
spears attack repeat delay increased
improved the spear attack animations
player now holds building plans when he's in construction mode (instead of holding a 2x4 like it's a gun)
* Moved new ammo functions to "game" library
* Fixed some content not being extracted from compressed PAK files
* Fixed bullets and traces hitting non solid players
* Added "maxcarry" and "flags" to game.AddAmmoType
* Added missing TF2 map icons
* GitSync
Monument spawn priority is higher than radtown spawn priority
serverside melee distance check maxrange reduced
-threat and safety map currently created and updated in their thread
oil & hqmetal are less common
oil is much more common in the desert
hq metal is more common in the arctic/tundra with a very small chance of spawning in temperate
Brought back proper wetness reflection on the terrain
Added tweakable range to natural bloom
Updated camera prefab: moved natural bloom to after eye adaptation, reduced bloom by 1/3 otherwise we cant have proper PBR, as any mirror-like surf will fire up the bloom too much; either this or we go non-PBR
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island 002 tinkering
species spawn numbers tweaks
added rocks spawn
Added World.Procedural boolean (cc Helk)
Added static immortal research table for the satellite dish
Added working fade and transparent support to Rust/Standadrd shaders; all except terrain-based
Updated skin shader gui; temporary, entire shader will get a revamp next month
Fixed some script warnings
being downed twice in 60 seconds results in death instead of another wounding phase
Icesheets are visible from further away and spawn more spread out
Moved some weeds from static to dynamic decor