254,393 Commits over 3,990 Days - 2.66cph!
Elvis new run anims part 3
More cleanup and tweaks
Added Skill.Archery and Ability.ShootBow
Cloth shader: defaulted dirt mask to white
Cloth shader: added uv separate uv controls for mask and layer
Cloth shader: added fuzz attenuation based on dirt mask
Fixed missing dirt mask errors in shader gui
Organising scripts a bit
Skill and Ability boilerplate + editor support
Added BehaviourPlan, BehaviourPlanSettings
Fixed network owner issue
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- Added a game progress panel to the title screen
Standard shaders: moved detail mask into Detail Layer
Standard shaders: reordered some layers to fit rust/standard ordering; top-underlayer, bottom-overlayer
Standard shaders: first version of standard dirt layer; cloth shader only for now
Started on diagnostic and options.
- Adding mission type name as temporary mission description/story text
- The highest area/level reached can now be tracked
- Mission select screen now picks a random mission type for the current area/level (only visually atm) and lets you start the level
Fixed player shadow lagging behind, which made first person feel weird and laggy
Some final touches on barrels, for now
Removed legacy network RPC call, replaced with new transfer
Linked ammo and health UI
* Fixed some sounds PAKcked into the .bsp crashing when loading
* Fixed some compressed sounds PAKcked into the .bsp failing to load
* Fixed player_changename game event not working
No longer make all admins female (added dev.gender as a replacement for testing)
transition to network game
- Mission select UI work
- Removed the skill point notification panel
Deleted old CS scripts
Can select character in online mode
Basic packet manager / dispatcher
Character line-up for renders assets.
Added client.fps and server.fps console commands
forgot boonie mat change :P
added a 3rd person idle relax gesture for the 2handed sword
FOR FUCK SAKE more prefab update
Fixed having to press refresh to get a server list after switching to server browser
Added and assigned shader slots for ssao; testing on dev
Fixed Rust/Standard BlendLayer shaders in d3d9
Fixed terrain base map generation in d3d9 + other minor stuff
Updated remaining barrels prefabs, oil barrels have labels
Moved SSAO Pro one folder back
Fixed SSAO Pro component missing in Main Camera; restored settings
Updated the static mining quarry foundation to our new ones
Improved collisions on stairs and covers around quarry and pumpjacks so you do not have to jump
FOR FUCK SAKE fixing material issue
FOR FUCK SAKE rebuilt prefab with correct model
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