252,750 Commits over 3,990 Days - 2.64cph!
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
Fixed Resource not creating harvest interactions properly
SmartObjec initalization happens earlier in Entity creation now, may or may not cause issues (can't remember why it was done at the end)
hooked up some effects on bullet fx.
Cleaned up EntitySettings Create methods and overrides in species/item/building and resource
Resource is now an Entity rather that EntityComponent
Fixed some bugs with view handling in BeforeEditor
Fixed reorderable lists removing the wrong item in some cases
Minor cleanup of SmartObjectSettings (made fields public)
removed detail from inner court area
re-added clouds, added incidental animations, tweaked lighting
Some fixes to DSE + Considerations.
Numerous editor tweaks and cleanup mostly around Consumables and Considerations
Removed several partials from PlayerController, replaced with new generic handling of Entity interactions
Added microfiber fuzz support to deferred shader; drawback: spec is mono on mats where fuzz is used (cloth)
Added "Rust/Standard Cloth" and "Rust/Standard Cloth (Specular setup)" with masked tinting and fuzz
Added ClothTest scene + sample hoodie tint mask
Added tool to find all materials using some shader at "Tools/Find/FindMaterialsUsingShader"
Cleaned up reusable standard code a bit for use in all Rust-Standard derived shaders
Some Consideration cleanup.
Removed behaviour component with missing script from ambience/default prefab (cc alexrehberg)
Fixed a bunch of warnings
Added debug view support to deploy volume checks (numpad /)
re-added clouds to cloud city env
Added pooling system and basic audio system.
Added shadow light count slider to F2 menu
Fixed IndexOutOfRangeException when graphics.shadowlights is less than 0