252,767 Commits over 3,990 Days - 2.64cph!
tweaked net shader to not get fogged (might need to revert this)
Tweaked lighting and materials on swamp court
- Enemy chatter fix for non aware enemies
Added character blend colour from court controller
RustEditor remembers tabs
Avoid rebuilding player models when nothing has actually changed (perf)
SkinnedMeshCollider can work with a regular MeshRenderer
Can define an attachment bone in wearable (for unskinned clothing items)
Basic player belt UI added.
Nuked unused AtmosphericBlend script that doesn't even work :O
Networked inventory updates now seem consistant.
Updated to latest Amplify Color and Motion
Disabled AM auto-register objs in Player Camera
Added Transform.FindChildren (find immediate children by name)
Containers and items sync correctly but destroys are not getting synced.
Added all the splat types to TestLevel
Environment option in RustEditor
Added cullmode option to standard shader
Spawn now working but updates not working properly.
Connecting up UI + inventory networking.
Fixed some entity creation and player creation bugs.
Fixed hemp bush blocking bullets
Chicken sounds
Metal door sounds
Quarry sounds
Uncrunching - because Crunch texture compression apparently does the opposite of what it's meant to
Started linking UI to inventory.
Added Item + Inventory serialization.
deploy guides can be empty
Reduced AO intensity, added back some color bleed, and reduced self bleeding toggled on
* GitSync
* Added Player.SetLaggedMovementValue
* Added Player.GetLaggedMovementValue
Fixed incorrect subsurface refraction
Fixed glowy water at night; now properly lit using custom lighting model
Updated water level; tidying up scripts, more coming
- Refactored unit items, attachments, flags and lots of related code a lot
- Units can now drop items (player commandable via RMB on selected unit)
- UIWidget now deals with animator fadeIn/Out and lets an AnimationBehaviour to deactivate the gameobject (w/fallback)
- ItemComponent once again holds a list of InteractionSettings which get passed to the sibling SO on init
- Improved ItemComponent SO Interaction mangement methods (they work now, lel)
- Fixed shitty rotation on human male Rshoulder AP
-more work on the threaded map manager.
-aside from the threaded bit needing to look up a vector3 (boo), which will need to be either processed or changed, the threading is threading fine now.
-some of the constants are being ignored vs constants passed in as arguments
-threaded k-d generation is nearly really threaded!
Fixed normal texture mode
some more animations for the semi-auto pistol view model
Added Lion-El forehand volley stand
-tehfancy infmap, first iteration.
added new camera animations to all courts so they don't all overwrite the same one. Tweaked lighting in swamp court, WIP
removed old trees material
added dylan's lightning bolt and waterfall effects
made all swamp court shaders xboxone and ps4 compatible, and defferred rendering when not using transparency
Added toggle for intro cams
Fixed ArrayIndexIsEnumDrawer not working with structs/classes