244,476 Commits over 3,898 Days - 2.61cph!
- SleepHere, SitOnMe, GroupController fixes.
- New HumanFemaleController and anims for working actions.
- Fixed Sabertooth assets
Bear, sabertooth, human female, male anims
Fixed missing references on server for Footstep stuff
Pie menu transition animations
Fixed "Rust/Standard Legacy Terrain" alpha clip issues
Updated StandardWorld lighting code to match unity standard in b13 (specular workflow); same except using world-space normal
Updated all Before/Standard (weathered) shaders to b13
Updated terrain blend extension to match b13 changes
Proper buildings now generated. Even though it's all simple it's looking promising. Need to generate LODS and reduce draw calls!
Fixed serialization bug in tool cupboard
Removed debug output
Also hude the HUD if dead or in debug camera mode
Mousewheel item selection
Hide HUD when in menus etc
Hide crosshair when not looking at an entity
Animations for crosshair, health tooltip
[ultimate_soldier] Fixed crosshair vanishing after the first level.
Post-build deployment, GUID: 2bef8564-9dd0-4a03-9dd0-556008931afd
Cleaned up Quickbrush templates, added mesh clouds, tweaked ocean shader
Tap USE to run default option, hold to open menu
Updated crosshair tooltips, stripped out old
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Hopefully fixed loading text.
Post-build deployment, GUID: d2da8c5c-08bf-4812-870b-8595da0df907
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Added downloading text to embedded scene.
Documentation updated during deployment build d68ba1c2-ec29-4fed-a337-195e6bf6f51f.
Documentation updated during deployment build d68ba1c2-ec29-4fed-a337-195e6bf6f51f.
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Finished draft of embedding tutorial.
Fixed interpolation for Force to Position/Rotation, so that the snap is much smoother.
- Fixed issue where a Location of Interest never would be properly removed from an Agent's behavior stack. A little hacky fix, so will get back to finding the root of the problem.
Post-build deployment, GUID: d6a4403e-d821-4031-a1cc-cdb9c403c4e7
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Possibly fixed ReflectionTypeLoadException.
- Fixed SleepHere SO overriding parent class' sky field.
- Added Debug DrawLine to the active behavior of agents, to better visualize agent and so relationships at runtime.
Fixed incorrect path in bootstrapping on OSX
Added Rust.Application.installPath that returns the full path to the install directory (still feels hacky, but at least we have a central point to fix stuff in the future)
Moved timeout of SO subscription to TOD scaled time.
Post-build deployment, GUID: e1ceb50b-1e75-4c43-b43d-1b796ffdb930
Documentation updated during deployment build e1ceb50b-1e75-4c43-b43d-1b796ffdb930.
Documentation updated during deployment build e1ceb50b-1e75-4c43-b43d-1b796ffdb930.
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Attempt to fix ReflectionTypeLoadException when embedding games.
Started work on a tutorial about embedding games.
Now that the NavAgentMoveRandom is using Location Of Interest, it adds the requirement of setting the priority category of the SO in code.
Fixed block stage, demolish state not being networker properly
Fixed player flags not saving properly
Fixed conditional models not updating when block rotated
Fixed block upgrading happening even if you can't afford it
Fixed damage overlay flickering, weirdness
Prefab update with LOI Prefab set
Fixed SitOnMe awkward seating bug.
Quick dirty fix for NavAgentMoveRandom to place an LOI SO instead of pure nav agent crap. Fixed the "entry" bug on the anim controller