252,815 Commits over 3,990 Days - 2.64cph!
Fix ZoneEditor not persisting the correct Biome enum
Selected item HUD cleanups
updating Lion-El run maya files
added water ripples to swamp scene, tweaked anim play speed
Updated barricade.wood to use the generic texture atlas
gibs for mining quarry @helk
Also adding a missing texture for oiljack
Arid Biome + Palm FloraGroup. ZoneSeasons editor update tweak (fixed biome editing preview)
Updated quarry bucket collision
Added Oiljack gibs
Removing Colliders from Zone in all scenes
added yesterday's changes to unity. (lanterns, bottle, water)
Missing parentheses.. Doh
First pass at bullet flybys
- Added AddToStockpile Action
- Added DepositItem Action
- Added ConsumableView, ContainerView
- Added Placeholder Sticks and Wood Views
- Added Constructable SO
- Cleanup/Fixes
Added selection history editor window
Unified itemicon's smaller icon
Show contents on vessel item icons
Building construction requirements groundwork
ItemDef - maximum draggable amount
Testing possible reliability fix.
Removed ResourceType from DispenserSettings.Item
Added ItemCategories enum
Reworked Harvesting a bit to use ItemCategories when finding the item to harvest
First version of an optimized custom draw call batching system
Building now derived from Item (which feels wrong, might rename Item to Entity?)
Fixed a dict lookup error in BeforeEditorTab
Better handling of MinMax sliders (float rounding to decimal places)
Vastly improved handling of AssetEnums in BeforeEditor (no more crap in SelectAsset)
Added Editor designs for Resource (Dispenser) Item management
Updated Lion-El rig file
Added run south, south east & south west
finished ribcage lanterns and added ropes for lanterns. added animated bottles, tweaked water plane
Character select supports 2 player selection
Item containers can define the max stack size
Can define item defs to never drop a world model version
Added option to hide assets with no editable properties in BeforeEditor
Properly fixed bullet hit detection
Oiljack animations and prefab setup
- Removed DX11 option from list, until it breaks something @Ezmeow
Renamed Incentives to Interactions
ItemSettings again holds a list of Interactions which are passed to the Sibling SO on Init
Inventory contents contents
Item/container contents flags
Not Player Usable tag on collider objects - to make it so ent only 'usable' from specific point
Added native water simulation solver path; more lightweight threading; updated RustNative binaries
Shore wetness blend masking; integrated across relevant standard shaders, controlled by terrain material
Added underwater spec occlusion
Updated water prefab
- Loot now spawns with a slight delay between each item dropped and scales in
- Loot names are no longer parented to the item and items no longer rotate
- More LootDrop changes