244,562 Commits over 3,898 Days - 2.61cph!
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
Some Consideration cleanup.
Removed behaviour component with missing script from ambience/default prefab (cc alexrehberg)
Fixed a bunch of warnings
Added debug view support to deploy volume checks (numpad /)
re-added clouds to cloud city env
Added pooling system and basic audio system.
Added shadow light count slider to F2 menu
Fixed IndexOutOfRangeException when graphics.shadowlights is less than 0
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
Fixed accidentally DDOS'ing Valve
How much trouble would it cause if each line of text was its own canvas
storage containers spew contents when ground is missing
Fixed accidental item grant
Added building prevent_building colliders to barricades
bone armor a bit better at protecting against spear attacks
can wear bone/wood armor over hide pants
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
wood chestplate uses wood protection (was using wolf, derp)
TrackIR bindings now only log errors
Fixed some PlayerInput code being executed for every player (instead of just the local player)
added roadsign kilt
added bone jacket & pants
added wood jacket & pants
protocol++
added clouds to art respository, updated max file
Added new clouds to cloud city scene with shaders and materials. Changed skybox lighting.
meta files / half res tweak
tier 2 furnace brick texture sets
prefab update with build volumes and crate spawns
Added head tracking to PlayerInput
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.
Fixed issues with SpeciesSettings.GetViewPrefab
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Maybe forgot to save a thing
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.