202,065 Commits over 4,171 Days - 2.02cph!
Fixing BehaviourGroup (breeding works again)
Disabled small furnace smoke because it wasn't abiding by the laws of physics and looked weird
Can now set anim param in config file to simplify controller transitions
- Made an AreaBuilder script that will fill an area/room with a "Fill" section from a bunch of variants
- MissionBuilder now calls Build() on all AreaBuilders in a level before spawning enemies
- Some test rooms/fillers
Added relaxed cape to Blendshapes.
Building prewarm experiment
updated crossbow vm anims, changes to controller
Fixed issue with vm bow fire anim snapping when going back to idle
Added bow specific lazy aim, reduced deadzone
Asset prewarming is disabled by default on 32bit
Prewarm experiment: load all prefabs and effects
Added new hit effects
Rackets can now play multiple effects
Testing special move effect
- Minimap in minimised mode is now zoomed further out
- Increased size of enemy indicators on mini map
- Enemy structures now have a square minimap indiciator to differntiate from ships/enemies
added early lava court plane, rocks and lava
Making ironsight definition less stupid
Fixed unclamped mip in pvt pre pass
Trainyard level, first rough pass, with scene to prefab
Some collision updates
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FOR FUCK SAKE force update material texture
reloading counts as a weapon cycle
FOR FUCK SAKE texture and mat to make the hazard area more visible
Added memory usage / gc counter to perf 1 / 2
Added scope slot
Changed how ironsights work
Fixed weapon attachments breaking weapons if not changing stats
Fixed weapon attachments breaking shoot sound when not silencer
Added TribeStartArea component
Tribe spawning now handled by TribeStartArea if one is available
TribeStartArea places a campfire and spawns 6 adults, 3 of each gender
FOR FUCK SAKE interior wall + collision
Savas: Added a very small buildable area. Loot improvements. Explosives shack. Public furnace and campfires.
These oaks shouldn't have two-sided bark materials.
Can wear hats with bandana
Weather settings in RustEditor/Environment
AK entity scope attachment bone
Added the shadowless point light back to the furnace.
Trainyard lootcrates and barrels, statics
New pipeline piece of greybox
Crystal mat tweaks, because fog. Scene stuff wip.