258,712 Commits over 4,018 Days - 2.68cph!
Fixed zeroed Screen.width/height breaking water code
Implememented Petur's new threat algo in Unit+Senses
Fixed several issues with Unit movement and GoToX actions and AttackEntity
Updated stats data from gsheet
Fixed stat importer not supporting float
Switch senses code to use regular v3 distance for now due to requirements of morale calc
Fixed wait time in Graze interaction
Removed unused speedtree shader interpolator
Fixed invisible wood / stone / ore collectables (these need a proper model)
Fixed ImageEffectRedirect trying to call disabled image effects (fixes warning spam on broken / unsupported image effects)
Fixed being unable to attach square foundations to triangle foundations on the twig + wood building tiers
added cc metal combined texture
removed some old cc materials, added combined texture and meshes for cc, added to scene
combined textures on CC and exported mesh
- Super duper booster effects now face actual movement direction not ship orientation
Switched to combined WW scene for build
Switched Igor Smash to use blend tree
Added jump to movement controller (not needed for smash now but maybe useful)
Fixed full frame shit being pickupable like doors
Automated Linux DS Build #174
Added Cowboy prefab, updated config
Fixed full frame shit being pickupable like doors
Automated Windows Build #174
Automated Linux Build #174
* Make GMod repo use latest Bootil repo changeset
* Updated the DirectX out of date popup to allow the user to try to launch the game anyway
* Added "body" and "type" for HTTP()
* Added PathFollower:GetAllSegments()
* Added CNavArea.GetExtentInfo()
* Added "AllSolid" to trace result
Wall frame building shell protection
fixed wall frame having lower health than doors
Attempt at fixing glsl eye adaptation shader on 5.3.2p1
fixed silencer and other attachments being visible while scoped
female has eyes and noses from male
animals have export script changed, it gets the velocity from a bone called speed and if its above 0 changes the fps so velicity is 2meters per second
human male has new nose and materials changed on items to something proper
can see mouth in all beards
animals have movement anims at 2meters per second so fits with generic movement controller
update human item materials
updated mammoth colour on animal colour atlas
fast walk for mammoth(its rubbish)
Fixed deferred path to support deferred materials
Finished standard metallic and skin (spec)
Tweaked mouth PSD and material
Added Intelligence stat
whoops, this was meant to be the last checkin
- Ability and powerup booster effects now activate
- Booster WIP stuff and playership scene rebuild
Chainlink fences ready to place prefabs
Powerplant dressing update
Finished standard-specular; second stage
Moved everything around a lot
Boar obj
dungeons modular chainlink fences models and LODs
- Dropped weapons now have an effect
- Rebuilt player prefabs
Foundation deploy volume update for RUST-457