241,432 Commits over 3,867 Days - 2.60cph!

9 Years Ago
FOR FUCK SAKE adding collision to asteroid block FOR FUCK SAKE asteroid prefab, minimap display
9 Years Ago
Missed abit
9 Years Ago
Asset/prefab/data tweaks
9 Years Ago
eoka cost changes and ammo type changes
9 Years Ago
DefaultModelImporter makes sure we always search project wide for materials using the model's material name
9 Years Ago
UnitImportWizaaaaaaaaaaaaaaaaaaard
9 Years Ago
created temple outer trees and exported. created temple outer trees diffuse map
9 Years Ago
added background trees to temple court. working up roots. created new background tree shader. tweaked grass outer shader to fade out properly. adjusted lighting
9 Years Ago
- outdoor floor branch
9 Years Ago
Don't batch wooden shutters (because they can move)
9 Years Ago
Spawn the building block skin immediately if stability is still pending
9 Years Ago
Deployer / Planner check AntiHack system before allowing placement
9 Years Ago
▊█▊▉▅▇▅▄ ▊▇▌▅▋▄▊▄▇▋▍ ▇▇▉▊▉▍▌_▉▆▊▇█▄▊█▇▉ ▆▅▄▋ ▇ ▅▊ ▅▅▅▉▍ ▉▆▄▊▋ ▋▇▅ ▌▄▉▆▋▍▇
9 Years Ago
Shader, asset and prefab warmup convars are client-only, saved
9 Years Ago
Ladder LOD fix
9 Years Ago
-log an error if more than 1 Assign/Difference ResultOperator is set up in a StatLinkerBasic.
9 Years Ago
Powerlines correctly prevent building
9 Years Ago
lowered top shelf collision a notch
9 Years Ago
Wiggling my way around some building exploits
9 Years Ago
Added builder project.
9 Years Ago
Fixed Effect stackability idiocy
9 Years Ago
- Added EffectParamters, which is stored by EffectSettings and also stored by other data types, e.g. Consumable and Wearable ItemParameters - EffectSettings are intended to be used ONLY in conjunction with Triggers - Wearables now apply their Effect when Worn by a Unit - Re-arranged the order of Operations in StatLinkerBasic - Added ModifierOperators enum, used by StatLinkerOperation result modfication, should make for more readable data - Nuked a shitload of Effects, mostly replaced with EffectParmaters where applicable - EffectParameters.Id is broken, so effects stack infinitely, fix WIP
9 Years Ago
Subtracting shelves layer change (see RUST-283)
9 Years Ago
deer source file and moved animals folder structure to mirror the game tree. ie units\deer becomes units\animals\deer
9 Years Ago
when cancelling a craft, obey the stack laws
9 Years Ago
pie sounds are affected by volume controls
9 Years Ago
Fix RUST-283 Can't place floor above shelves.
9 Years Ago
Underwater FX mask is a GO
9 Years Ago
- Added stats screen to F2 - Level can now return list of active rooms
9 Years Ago
New deer model and rig.
9 Years Ago
Dungeon terrain carving fixes
9 Years Ago
Added map key binding Fixed rebinding keys not working
9 Years Ago
Don't allow key binds when NeedsKeyboard is enabled.. unless it's an F key
9 Years Ago
Snow tweaks. Plankton material change.
9 Years Ago
UI server cull components
9 Years Ago
Added underwater mask via new "Target Alpha As Mask" toggle to "Particles/VertexLit Blended Custom" and "Particles/Water Drop"; alpha-masks particles based on render target's current alpha (e.g. underwater mask)
9 Years Ago
- LevelBuilder now just picks one outdoor room and spawns the planet in it at -3000
9 Years Ago
Fixed real player names showing in corpse loot when in streamer mode
9 Years Ago
Removed ` from default console binds Fixed voice recording when typing v in chat/console Fixed game input when in main menu/console/chat
9 Years Ago
Matched viewModel skin specular settings to other skin materials
9 Years Ago
Mouse wheel repeats Disable mouse wheel buttons if cursor visible
9 Years Ago
Deleted old DSE assets, metas apparently
9 Years Ago
Fixed hands material
9 Years Ago
Moved terrain alpha-testing (for carving) to fragment shader for accuracy
9 Years Ago
Underwater shader now writes mask (0 above, 1 below) to render target alpha
9 Years Ago
Tweaked water quality handling
9 Years Ago
Unbinding water1 to free some resources (should be safe now) and switched to placeholder in editor mode
9 Years Ago
Updated phrases
9 Years Ago
Missing meta files
9 Years Ago
Added tools -> prepareprefabs, calls DoPrepare on every component in every prefab Call DoPrepare pre bundling Setting an asset bundle in OnValidate is causing editor lockup, so moved it to DoPrepare, which will probably improve editor perf too Added EffectRecycle components to flies they need them to be included in the bundle