32,442 Commits over 4,048 Days - 0.33cph!
Merged weaponrefactor into main
added the guts of the Unity calibration scene to help visually debug our shit.
Disabled GI in TestLevel to have lighting be similar to what we see on Steam
Fixed TestLevel not having mip mapping enabled on the reflection cubemap
Time of Day update to 2.3.3 prerelease 3
Reduced terrain checksum spam
Updated water to latest version
Enabled solid ground color in reflection cubemap and ambient light
Disco flare fix for the testlevel.
eating animations for boar / stag / bear / wolf
Fixed all the whack tree LODs. More ground texture wips.
Improved how AISense detects corpses.
BaseAnimal no longer hides it's public properties under a server CC flag.
AISense now searches using type comparison.
Hammer sounds and sound tweaks
Updated water to the latest version
Updated custom sky prefab
Time of Day update to 2.3.3 prerelease 2
Animal partol values no longer using defaults.
Merged remote logging fixes.
Checking in wood set pieces and updated prefabs
Merged hunting wolves from animals branch.
New spear sounds and rock sound tweaks
Fixed rocks, to be proper with the new standard shader. Water tweaks. Temp scene backup.
running attack animations for the chicken / rabbit / stag
Sky, lighting and water tweaks. PBR ground texture wip files.
Switched noise generation backend to managed until native cross-platform issues are fixed (still running native in-editor for faster loading times)
Adding exterior and interior wall pieces. wip log set, also contains door/windows and frames pieces
Removed unused / broken gizmos
Globally extraced min and max noise seed values to TerrainNoise
Log detailed terrain checksums after all generation is complete (debug)
Added checksum log on terrain generation (debug)
added a running attack for the boar
Updated water to latest version
Enabled water reflections (toggle via F2 menu)
Reverted merge from animal branch (please clean up the code as we discussed before merging to main zon)
DangerInfo classes are now more generic.
Adding raw and cooked rabbit models, textures, and prefabs
added another running attack for the bear;
added a random variable so the standing attacks will choose from 3 different attack animations
Fixed outdated RustNative
Terrain shaders now affected by specularity stored in atlas; specular is still disabled/black in terrain mats, however
added a running attack for the bear.
Forgot to include the LODs for the ribs yesterday. Duh!
Moved some materials to the correct folder