244,562 Commits over 3,898 Days - 2.61cph!

9 Years Ago
Added microfiber fuzz support to deferred shader; drawback: spec is mono on mats where fuzz is used (cloth) Added "Rust/Standard Cloth" and "Rust/Standard Cloth (Specular setup)" with masked tinting and fuzz Added ClothTest scene + sample hoodie tint mask Added tool to find all materials using some shader at "Tools/Find/FindMaterialsUsingShader" Cleaned up reusable standard code a bit for use in all Rust-Standard derived shaders
9 Years Ago
Some Consideration cleanup.
9 Years Ago
Removed behaviour component with missing script from ambience/default prefab (cc alexrehberg)
9 Years Ago
Fixed a bunch of warnings
9 Years Ago
Added debug view support to deploy volume checks (numpad /)
9 Years Ago
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9 Years Ago
re-added clouds to cloud city env
9 Years Ago
Added pooling system and basic audio system.
9 Years Ago
Added shadow light count slider to F2 menu
9 Years Ago
Fixed IndexOutOfRangeException when graphics.shadowlights is less than 0
9 Years Ago
Particle meshes updated
9 Years Ago
9 Years Ago
Fixed issue with entities not being destroyed when they dont have a smartobject component Moved BuildingSkin out to it's own file, added skeleton for BuildingState Added MachineProcessEffect monobehaviour to track and manage effects created by Machines MachineProcess can now take additional input entities whilst running (to be made optional, but it works for fuel processing) FuelToEffect MachineProcess increases the duration of the process as more input is added (should also scale the size of its VicinityEffect) Cleaned up FX_Fire prefab a bit Basic effects stuff in MachineProcess
9 Years Ago
Increased delay
9 Years Ago
Fixed accidentally DDOS'ing Valve
9 Years Ago
How much trouble would it cause if each line of text was its own canvas
9 Years Ago
Schema update
9 Years Ago
aimcone fixes
9 Years Ago
storage containers spew contents when ground is missing
9 Years Ago
Fixed accidental item grant
9 Years Ago
Fixed schema bundles
9 Years Ago
Added building prevent_building colliders to barricades
9 Years Ago
fixed LOD's on ak47
9 Years Ago
bone armor a bit better at protecting against spear attacks can wear bone/wood armor over hide pants
9 Years Ago
tweaks
9 Years Ago
More work on Machines. Added MachineProcessSettings, IMachineProcess and FuelToEffect process type. FuelToEffect takes and produces new VicinityEffect entities. Added IEntityContainer interface to simplify dealing with Entities that can have other Entities deposited or otherwise contained in them
9 Years Ago
wood chestplate uses wood protection (was using wolf, derp)
9 Years Ago
Probably voice chat fix
9 Years Ago
phrases
9 Years Ago
TrackIR bindings now only log errors
9 Years Ago
armor balance
9 Years Ago
Fixed some PlayerInput code being executed for every player (instead of just the local player)
9 Years Ago
temp icons
9 Years Ago
added roadsign kilt added bone jacket & pants added wood jacket & pants protocol++
9 Years Ago
added clouds to art respository, updated max file
9 Years Ago
Added new clouds to cloud city scene with shaders and materials. Changed skybox lighting.
9 Years Ago
Added allmale convar
9 Years Ago
meta files / half res tweak
9 Years Ago
tier 2 furnace brick texture sets
9 Years Ago
prefab update with build volumes and crate spawns
9 Years Ago
Added head tracking to PlayerInput
9 Years Ago
TrackIR bindings
9 Years Ago
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9 Years Ago
Started work on Group+Knowledge and Tribe+Knowledge. Cached a lot of the common Consideration lookups at the Group level. Optimized Value of Harvest Consideration.
9 Years Ago
Fixed issues with SpeciesSettings.GetViewPrefab
9 Years Ago
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9 Years Ago
Maybe forgot to save a thing
9 Years Ago
Tribe/TribeHub refactoring. TribeHub (what shitty name) gets created during Tribe.Initialize(), remains inactive until it is assosciated with a Building. This is done through PlayerController's building placement code at the moment. Buildings can be flagged as "CanAccessTribeHub" in their settings.
9 Years Ago
Lion-El win & lose anims
9 Years Ago
merge from main