248,621 Commits over 3,928 Days - 2.64cph!
set all standard materials in wild west env to specular setup. removed emission from shaderforge shaders that aren't self-lit, and set to deferred
Added SynchronizedClock (synchronized using ingame time seeds, no additional networking)
Synchronize ambient sting sounds across clients using SynchronizedClock (everything except SoundRandomizer)
Store layer name in EntiySettings derived assets and set in EntityView.Setup base method
Set EntityComponent IsActive on init
Wrap de/activation of ECs in conveniece methods for readability
Consistency checks across all Entity derived types and their init routines (Unit remains an exception due to some older view creation code)
EntiyView and derived classes cleanup
Tier furnace art, models, lods, col, gibs and prefab
Fixed red fuzz on player skin
Clothing screenshotting tools
Removed unused ownerGroup and ownerController from Building
BiomeMaterialObject now added to EntityView instead of Entity
Removed missing component from Player prefab
Transform layers set in BuildingView and ItemView and ResourceView
Moved Resource scripts out of /Entity
Label all item icons with ItemIcon
More organisation
Cavemen now gather sticks and deposit them to an unfinished campfire autonomously.
added dylan's explosion to unity
tweaked glass plane in cloud city court to reflect players correctly
updating female material/textures: Added more pubes, smoothed out rubbish noisy details on the face, hopefully less ugly. Fixed some normal map bake issues on the face.
checking in crossbow materials for alex
Rigged vm crossbow + 1st pass anim set
Fixed wrong skin colour selection
Fixed missing viewmodel arm shader
Players use new skin shader
Keyboard shortcuts for duplicate/findandreplace tools
Fixed phrases not generating properly
Added "Rust/Standard Skin" shader; same as MultiSkinShader, except with microfiber fuzz options
Added SkinTest scene
Fixed some shader compilation warnings
Fixed some issues in CommandBufferManager; smoother now
Fixed SSAO not working properly with some of our custom shaders
Added useCommandBuffer to SSAO; when disabled uses original path for debug/comparison only; always enabled in builds
Added support for deferred reflections on our custom shaders
* Fixed TF2 compressed maps crashing on load
Fixed visible clothing sometimes not refreshing on HUD
SmartObject Subscribable fix (return true if any interactions enabled and subscription count < max sub count)
Seperate generators from item schema
Fixed client sending expired inventories to the server
Currently all interactions of a Smart Object must be enabled for an SO to pass as Subscribable... picking up sticks now works.
fixed a bug with the 3rd person bow animations not aiming correctly.
Tweaked server quit/restart so players don't lose craft ingredients
Tweaked the way TintMap works on clothing shader
Before Debug will now only show decisions that score higher than 0.
Item no longer override the SO Trigger layer.
Work in progress on getting units to consider picking up items (sticks in particular) when campfire is placed.
Disabled Harvest DSE for DM while working on item pickup.
Fixed bug where placed buildings wouldn't be perceived as Smart Objects by Unit+Senses.
Cleaned up some more Considerations.
Added a IsInLayerMask extension to the TransformUtil.
Modified the SetLayer in TransformUtil to take a bool on whether to propagate mask to children.
Cleaned up some inconsistencies between using SetLayer and gameObject.layer.
Cleaned up project to use IsInLayerMask over gameObject.layer ==.
Reverted terrain shader stuff for now to digest which version is superior
Added LODGroup to some item views and tweaked foliage LODS... to basically no effect!
Imported some LUTs
Changed some clothes to use diogo's new shader
Clearing up some RadialMenu whackness
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rigged up the viewmodel for the 2handed baseball bat/mace