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106,015 Commits over 3,806 Days - 1.16cph!

10 Years Ago
Building block placement and upgrade costs
10 Years Ago
Added terrible looking overlay on building low health (removed health bars)
10 Years Ago
Simplified usage of model conditions Added condition models for wall/window/doorway corners
10 Years Ago
Trunk merge
10 Years Ago
Made conditional models work with new build system (wip)
10 Years Ago
Hammer block highlighter
10 Years Ago
Fixed temp code left in terrain shader Added 4 levels of dev.shaderlod => 0, 100, 200 and 300 (in prev commit)
10 Years Ago
Made Tools->Update->Prefabs never fail
10 Years Ago
Updated prefabs + game manifest
10 Years Ago
Cleaned up and reorganized terrain shader code; particularly the atlas part Removed more obsolete terrain shaders
10 Years Ago
Terrible looking health bars
10 Years Ago
Properly setup the rustle triggers on all bush prefabs Changed flower clutter shader to the double-sided foliage one
10 Years Ago
Added ice sheets
10 Years Ago
Made prey animals avoid predator animals
10 Years Ago
Increased animal run speed
10 Years Ago
Demolish option Warnings/Errors when SkinnedMeshCollider has invalid/missing mesh
10 Years Ago
Fixed AI being disabled in the main procedural scene
10 Years Ago
Added refresh to the decor and grass component context menus for runtime tweaking
10 Years Ago
Health Creeper Strip CommentComponents Removed InstanceCounted baseclass
10 Years Ago
Trunk merge
10 Years Ago
Fixed a few skinning issues. Updated the tshirt material to use more than just a diffuse map.
10 Years Ago
Time of Day update to 2.3.1 prerelease 5
10 Years Ago
Initial stats balance for building components
10 Years Ago
Fixed placement guide not working
10 Years Ago
Converted remaining elements to new system
10 Years Ago
More building block conversions
10 Years Ago
Updated Terrain-TestLevel-Nicerblend to use new standard-based terrain shader
10 Years Ago
Merged with trunk
10 Years Ago
Fixed quit not working (stupid find & replace)
10 Years Ago
Switched all terrain shaders to future proof PBS surface shaders Removed all intermediate standard/universal custom code and built-in overrides
10 Years Ago
adjusted the 1st person camera sway motion for a bunch of view weapon attacks
10 Years Ago
Added dev.shaderlod for future performance experiments
10 Years Ago
Moved all trees to the tree layer and all decor to the world layer
10 Years Ago
Made the error handling if Steam is not running a bit more sane in-editor Made the editor pause if the standalone application quits
10 Years Ago
Missed some rustle colliders Tweaked creation order of loaded entities
10 Years Ago
protocol++
10 Years Ago
Don't send group < 0xf777 errors to the html console Updating tree prefabs with their right prefab names Protocol++
10 Years Ago
Made LODs more forgiving
10 Years Ago
tone down the melee idle animation so it doesnt look like a 20 year old on ecstasy.. Now he looks like an 80 year old on valium..
10 Years Ago
added fishing_rod_w prefab. added 3rd person fishing_rod animations.
10 Years Ago
Removed the rustle triggers on all of the resource trees (the ones on the decor are fine, but they're still not triggers @petur) Removed damage indicator that was embedded on the main camera for some reason
10 Years Ago
updates crate files.
10 Years Ago
Made entity parenting a bit more bulletproof, error throwing protocol++ (forcing clean servers)
10 Years Ago
Block grades Hammer menu Block flipping Block upgrading Seperating skins from blocks Two sided window/wall, two sided foundation
10 Years Ago
added loot_crate_B files.
10 Years Ago
added loot_crate_A files.
10 Years Ago
More shader clean up
10 Years Ago
Added built-in standard/universal cginc dependencies to avoid surprises in the future Updated custom standard/universal-based shaders for b12; also works on b11
10 Years Ago
Adding lods for the smoke stack, hopefully in the right place this time ;)
10 Years Ago
view model fishing rod sound effects.