256,275 Commits over 4,018 Days - 2.66cph!
created LODs for the waterbucket worldmodel and setup the prefabs
- Super basic planet spawning. 20% chance of an outdoor room spawning a planet. Lots of problems. Just a quick test.
- Fixed PlanetGenerator so we can have multiple planets
Ambience sting timing tweaks
AudioClip import settings
Fixed BehaviourPlanSettingsWrapper not storing EntitySettings where it should have
- DecisionPlanParametersDrawer tweaks, foldout
- Fixed Foldouts in GoalSettingsEditor
- Renamed DecisionPriorityLevels
- Level now builds lists of indoor/outdoor rooms once level has been built
- LevelBuilder wip planet spawning (commented out)
Sand, snow, cloth, clothflesh bullet impacts + misc bullet impact fixes
Emerge from water screen effect textures.
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
Underwater particle effect script
Backup in case this wrecks the terrain.
- Room culling code tidy/optimise
Subtractive merge cs
12346 - because unity crashes if bundles are > 2gb and we ain't got time for this bullshit
Changed splatmap resolution bias
stone hatchet soft strike sound tweak
Stone external gate sounds + wood external gate sound tweaks
Fixed terrain alpha issues around sewer entrances
New player body fall sounds
Sand and snow impact sounds + grass impact sound tweaks
- Room culler now enables any outdoor lights in any rooms connected to the current room (as well as the current room itself)
first pass at m249 sounds
FOR FUCK SAKE force update asteroid model material
Fixed steam inventory breaking if you have more than 128 items
FOR FUCK SAKE force material on asteroid prefab
FOR FUCK SAKE force update material
hopefully rollingback this file as I checked it in accidently
exposed bones on human rig and added pickup events to the pickup anims
Now handling the copying of content between Agent's GoalPlanVariant and DecisionMaker's variant.
FOR FUCK SAKE asteroid tile set
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
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
Fixed RUST-277 - server objects aren't networking their positions to clients
Removed some unused network functions
Cowboy rig - Skinning & problem areas
- GoalSettingsEditor child goal/plans in Foldouts
- Added EatCookedMeat GoalPlan
FOR FUCK SAKE prefab room, recentered asteroid prefab/ divided the rectangular reflection volume in the factory room to 2 square one for tile rotation
!A wip big asteroid structure+test kitbash in the prefab
- GoalPlanSettings.BehaviourChain stores new BehaviourPlanSettingsWrapper, allows for filtering of target entity type for DM
Prototype: Dynamic ambient light and sky reflection intensity for indoor / outdoor environments