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33,182 Commits over 4,109 Days - 0.34cph!

11 Years Ago
Tweak rock impact sound
11 Years Ago
Fixed some names causing collisions updated manifest
11 Years Ago
rabbit attack animations / and another idle anim
11 Years Ago
Fixed chickens being invincible
11 Years Ago
rabbit sound effects and prefab
11 Years Ago
Audio stuff improved rock sounds add audio perspective switcher script tweak audio mixer a bit update audio randomizer to not adjust unrandomized values
11 Years Ago
Catch "Crash!!" build errors too
11 Years Ago
Staggered build starts, more info on task retry
11 Years Ago
Made LightLOD fade shadows in and out instead of hard-toggling them Fixed that the lowest two quality settings would disable all dynamic lighting
11 Years Ago
Fixed locks floating in mid-air when door upgraded/downgraded Deleted temp.mb files (@gooseman) Deleted incompatible speedtree
11 Years Ago
Fixed the fix
11 Years Ago
Don't let players place building blocks too far away
11 Years Ago
Protocol++
11 Years Ago
Properly setup lighthouse monument scenes
11 Years Ago
Removed special handling of SceneToPrefab for monuments (i.e. getting the output folder from their tag) Forced all procedurally spawned prefabs to be inside the autospawn folder Moved all monuments to the autospawn folder Added lighthouses to the monument spawn system (spawn rules are placeholders, brace yourselves for lighthouses in rivers) Protocol++
11 Years Ago
fixed spectator being developer only (admins can now spectate)
11 Years Ago
added stone, metal floors
11 Years Ago
Fixed lighthouse recreating the material on library recreate (reverted material names)
11 Years Ago
Disabled material import on satellite dish collider meshes
11 Years Ago
modified footstep max distance (can no longer hear them 300 feet away)
11 Years Ago
made the chicken animations blend smooth when transitioning from the various states. fixed the chicken not animating in certain situations. tweaked the chicken sounds so they're a bit more audible. (ie. chicken doesnt have silencer attached to his lips no more)
11 Years Ago
made sure the right hand prop bone is imported out correctly for the spear animations.
11 Years Ago
Route all weapon effect sounds through the audio mixer
11 Years Ago
Lighthouse material clean up.
11 Years Ago
I'm hoping this fixes the lighthouse materials.
11 Years Ago
added a stabbing animation for the bone knife and improved the existing ones.
11 Years Ago
11 Years Ago
Tools -> Update -> Prefab Scenes
11 Years Ago
Fixed various issues in TestLevel (missing prefab references, wobbly flowers everywhere, trees everywhere)
11 Years Ago
increased volume of doors
11 Years Ago
Fixed pvt related crashes; now more solid Enabled PVT on OSX as well; perf seems up to par on b14
11 Years Ago
Fixed out-of-date RustNative Windows binaries
11 Years Ago
Terrain shader LOD is now also affected by terrain quality control
11 Years Ago
Fixed server script error
zon
11 Years Ago
Merged hunting wolves from animal-survival.
11 Years Ago
Fixed pink material on the base of lighthouse type 2
zon
11 Years Ago
Fixed animal health.
zon
11 Years Ago
Animals now consider their attack direction in 2D.
11 Years Ago
Cleaned up terrain splats; split normal+height into normal and height; also deleted _generated
11 Years Ago
Added an additional list for height maps to be processed by Terrain Atlas Generator; paving the way for extended atlas packing
11 Years Ago
Added TerrainExtension system Made meta, math, skin, layout and tree batching terrain extensions that work with any terrain Refactored the first part of the terrain generator to utilize terrain extensions
11 Years Ago
Raw and cooked rack of ribs models, textures, and prefabs for boar, deer, wolf, and bear
11 Years Ago
Fixed pvt preload pages
11 Years Ago
Converted more scripts to use TerrainExtension Added some basic extensions to the test level terrain
11 Years Ago
Rollback to commit 4007
11 Years Ago
Reapplied changes up to commit 4026
11 Years Ago
Rebuilt all scene prefabs after all that chaos and destruction
11 Years Ago
Made TreeMesh fall back to placeholder meshes if the terrain doesn't support batching (i.e. is missing the component)
11 Years Ago
Fixed that TerrainMath would initialize with all-zero terrain dimensions on non-procedural terrains
11 Years Ago
Updated test level