200,010 Commits over 4,140 Days - 2.01cph!

9 Years Ago
Reverted road_decals to previous
9 Years Ago
Fixed PVT-version of terrain parallax occlusion mapping on legacyGL/Linux
bot
9 Years Ago
Automated OSX Build #242
9 Years Ago
tidy up of human controller using substate machines and adding idle to movement blend tree in animals (to make stopping look more natural)
9 Years Ago
- Made StatVisualModel to control how an entity appears visualy based on a Stat - More construction work
9 Years Ago
- People can now go 2 days without food
9 Years Ago
- Animation event audio - Some audio - building shit
9 Years Ago
- mo construction
9 Years Ago
- Setup storage building visual states
9 Years Ago
Refined some lightmap techniques. (WIP)
9 Years Ago
- Constructed() now checks the construction stats Maxed(), so buildings can have different construction requirements - Made a House.
9 Years Ago
- Island should now sink faster the more buildings they have. Probably. - Some construction UI stuff
9 Years Ago
Fixed missing decal shadow shader property error in some Rust/Standard based materials
9 Years Ago
Added base BeforeToolWindow, now used by CharacterMorphWindow, UnitAttachmentsEditor and new InteractionPositionEditor Refatoring SmartObject Interactions, with support for per-interaction subscription limits and positional data, (still in progress) Fixed radial menu showing the wrong behaviour name
9 Years Ago
Updated UI and networking Fixed reverse issue
9 Years Ago
- Started implementing the different control modes as separate classes and switching between active modes
9 Years Ago
- Bit more
9 Years Ago
first experiment
9 Years Ago
InteractionPositionEditor work, all positional data is now saved on the EntityViewPrefab level in SmartObjectSettings assets
9 Years Ago
- Started moving to scriptable object definitions for buildings. - Added Construction static class for construction shit
9 Years Ago
More
9 Years Ago
Data fixes
9 Years Ago
InteractionPlan.IsAvailable fix
9 Years Ago
Improved error message when patch materials have failed to load Cyclic entity parenting shouldn't crash the game any more
bot
9 Years Ago
Automated Linux Build #243
bot
9 Years Ago
Automated OSX Build #243
bot
9 Years Ago
Automated Windows Build #243
bot
9 Years Ago
Automated Linux DS Build #243
9 Years Ago
- UI building menu is now automatically populated from any building scriptable objects at runtime
9 Years Ago
Added Server.queriesPerSecond Added Server.ipQueriesPerMin
9 Years Ago
Fixed item stack overflow not overflowing into inventory etc (RUST-670)
9 Years Ago
- Consutrction UI now changes control mode and lets you place the buildings if you have enough resources. - Some tweaks to the construction UI, shows resources needed.
9 Years Ago
- Added ConstructionCompletedEvent - Added StatTriggerConstructionCompleted - Other shit
9 Years Ago
- Setup island for animation - Added a island bob and sound when placing a new building
9 Years Ago
- Fixes for island animations/parenting
9 Years Ago
- Added some UI defines and methods to format/colour stat based text
9 Years Ago
Support for a mutliple interactions "sharing" a single IPS IPE updates
9 Years Ago
IPE improvements
9 Years Ago
Moar
9 Years Ago
- WIP bridges commit before I fuck it trying to make it better
9 Years Ago
IPE improvements
9 Years Ago
IPE scene
9 Years Ago
Merge from interaction_refactor
9 Years Ago
Updated mission dispatcher Network updates
9 Years Ago
changed the buildings so they spawn in the item placement editor constructed
9 Years Ago
- More bridge work. Getting there
9 Years Ago
- NRE fix for when leaving bridge building mode
9 Years Ago
checking in some fixes tent anim controllers
9 Years Ago
Entity view managment inserts elements with correct default values Fixed building view scale values
9 Years Ago
Biscuit wip