200,319 Commits over 4,140 Days - 2.02cph!
Fixed BehaviourPlanSettingsWrapper not storing EntitySettings where it should have
AudioClip import settings
Ambience sting timing tweaks
- Fixed PlanetGenerator so we can have multiple planets
- Super basic planet spawning. 20% chance of an outdoor room spawning a planet. Lots of problems. Just a quick test.
created LODs for the waterbucket worldmodel and setup the prefabs
Underwater effects material tweaks.
Added subsurface scattering to skin shader
Updated and tweaked existing skin materials
Updated skin test scene
Divided small rocks into small, smaller smallest.
Zero'd prefab pos because OCD.
Spawn tables. Scene backup.
Undone shader bundle change
Added tools -> prepareprefabs, calls DoPrepare on every component in every prefab
Call DoPrepare pre bundling
Setting an asset bundle in OnValidate is causing editor lockup, so moved it to DoPrepare, which will probably improve editor perf too
Added EffectRecycle components to flies they need them to be included in the bundle
Unbinding water1 to free some resources (should be safe now) and switched to placeholder in editor mode
Tweaked water quality handling
Underwater shader now writes mask (0 above, 1 below) to render target alpha
Moved terrain alpha-testing (for carving) to fragment shader for accuracy
Deleted old DSE assets, metas apparently
Mouse wheel repeats
Disable mouse wheel buttons if cursor visible
Matched viewModel skin specular settings to other skin materials
Removed ` from default console binds
Fixed voice recording when typing v in chat/console
Fixed game input when in main menu/console/chat
Fixed real player names showing in corpse loot when in streamer mode
- LevelBuilder now just picks one outdoor room and spawns the planet in it at -3000
Added underwater mask via new "Target Alpha As Mask" toggle to "Particles/VertexLit Blended Custom" and "Particles/Water Drop"; alpha-masks particles based on render target's current alpha (e.g. underwater mask)
UI server cull components
Snow tweaks.
Plankton material change.
Don't allow key binds when NeedsKeyboard is enabled.. unless it's an F key
Added map key binding
Fixed rebinding keys not working
Dungeon terrain carving fixes
- Added stats screen to F2
- Level can now return list of active rooms
Underwater FX mask is a GO
Fix RUST-283 Can't place floor above shelves.
pie sounds are affected by volume controls
when cancelling a craft, obey the stack laws
deer source file and moved animals folder structure to mirror the game tree. ie units\deer becomes units\animals\deer
Subtracting shelves layer change (see RUST-283)
- Added EffectParamters, which is stored by EffectSettings and also stored by other data types, e.g. Consumable and Wearable ItemParameters
- EffectSettings are intended to be used ONLY in conjunction with Triggers
- Wearables now apply their Effect when Worn by a Unit
- Re-arranged the order of Operations in StatLinkerBasic
- Added ModifierOperators enum, used by StatLinkerOperation result modfication, should make for more readable data
- Nuked a shitload of Effects, mostly replaced with EffectParmaters where applicable
- EffectParameters.Id is broken, so effects stack infinitely, fix WIP
Fixed Effect stackability idiocy
Wiggling my way around some building exploits
lowered top shelf collision a notch
Powerlines correctly prevent building
-log an error if more than 1 Assign/Difference ResultOperator is set up in a StatLinkerBasic.
Shader, asset and prefab warmup convars are client-only, saved