198,730 Commits over 4,140 Days - 2.00cph!

10 Years Ago
Zero'd prefab pos because OCD.
10 Years Ago
Divided small rocks into small, smaller smallest.
10 Years Ago
Scene.
10 Years Ago
Added subsurface scattering to skin shader Updated and tweaked existing skin materials Updated skin test scene
10 Years Ago
Underwater effects material tweaks.
10 Years Ago
created LODs for the waterbucket worldmodel and setup the prefabs
10 Years Ago
- Super basic planet spawning. 20% chance of an outdoor room spawning a planet. Lots of problems. Just a quick test.
10 Years Ago
- Fixed PlanetGenerator so we can have multiple planets
10 Years Ago
Ambience sting timing tweaks
10 Years Ago
AudioClip import settings
10 Years Ago
Fixed BehaviourPlanSettingsWrapper not storing EntitySettings where it should have
10 Years Ago
- DecisionPlanParametersDrawer tweaks, foldout - Fixed Foldouts in GoalSettingsEditor - Renamed DecisionPriorityLevels
10 Years Ago
Corpse fly swarm sounds
10 Years Ago
- Level now builds lists of indoor/outdoor rooms once level has been built - LevelBuilder wip planet spawning (commented out)
10 Years Ago
Sand, snow, cloth, clothflesh bullet impacts + misc bullet impact fixes
10 Years Ago
Emerge from water screen effect textures.
10 Years Ago
FOR FUCK SAKE light wall prefab, rotated 15 degres down to fix random light culling FOR FUCK SAKE factory prefab room for the light change
10 Years Ago
Move
10 Years Ago
Underwater particle effect script
10 Years Ago
Backup in case this wrecks the terrain.
10 Years Ago
- Room culling code tidy/optimise
10 Years Ago
Tree impact tweaks
10 Years Ago
Ambience tweaks
10 Years Ago
Subtractive merge cs 12346 - because unity crashes if bundles are > 2gb and we ain't got time for this bullshit
10 Years Ago
Changed splatmap resolution bias
10 Years Ago
Bandage sound tweaks
10 Years Ago
stone hatchet soft strike sound tweak
10 Years Ago
Large fire sound tweaks
10 Years Ago
Window shutter sounds
10 Years Ago
Stone external gate sounds + wood external gate sound tweaks
10 Years Ago
Fixed terrain alpha issues around sewer entrances
10 Years Ago
New player body fall sounds
10 Years Ago
Fall damage sounds
10 Years Ago
Sand and snow impact sounds + grass impact sound tweaks
10 Years Ago
- Room culler now enables any outdoor lights in any rooms connected to the current room (as well as the current room itself)
10 Years Ago
first pass at m249 sounds
10 Years Ago
worldmodel bundle names
10 Years Ago
FOR FUCK SAKE force update asteroid model material
10 Years Ago
Fixed steam inventory breaking if you have more than 128 items
10 Years Ago
Bundle tweaks
10 Years Ago
FOR FUCK SAKE force material on asteroid prefab
10 Years Ago
FOR FUCK SAKE force update material
10 Years Ago
Bug reporter categories
10 Years Ago
hopefully rollingback this file as I checked it in accidently
10 Years Ago
exposed bones on human rig and added pickup events to the pickup anims
10 Years Ago
Now handling the copying of content between Agent's GoalPlanVariant and DecisionMaker's variant.
10 Years Ago
FOR FUCK SAKE asteroid tile set
10 Years Ago
new human model from petur on a new rig. Some(all) of the animations are very rough or just wrong so to be fixed soon. human female remains unchanged to use as refrence but will be replaced soon
10 Years Ago
added human male source files, everything is in animations_misc and human_male isnt used at the moment, workflow to export lives inside human male animations misc in the text editor that needs to be ran. Slightly hacky, paths are semi hard coded. Actions get exported to unique FBX files if they are in the NLA editor AND unmuted (the little speaker next to the action strip) Then the main fbx with the rig and meshes gets exported if action is set to the one called bindpose when exporting. There needs to be an empty object inside the file or the RIG object dosent get though and so the hirechay is broken by one child (starts with root instead of rig) in unity and animations dont link with the rig. contains all the items from last checkin of ClothingObj.obj
10 Years Ago
Fixed RUST-277 - server objects aren't networking their positions to clients Removed some unused network functions