256,231 Commits over 4,018 Days - 2.66cph!
Moved shaders to Content/Shaders and replaced paths in shaders that used it
BehaviourChainData property mapping exposed to data
There may be bugs
Fixed missing edibles and renamed some things.
▄ ▆▅▆▌▋█▌▅▉ ▉▌▍▌ ▊▊▆ ▋▇▌▍▌ ▄▄▍ █▋▌ ▅▇▍▅
▄▄▅ ▊▅▌▌ ▍▄▍▋ ▉▊▊▋▊▄▄▊ ▊▉▅█ ▅▅▅ ▇█▍▊▊
▋▉█ ▌▌▋▍ ▉▇▌█ ▌▍▅██▆▊ ▅▌▄▋▆▊▍
FOR FUCK SAKE rebuild tileset
!A cave start tile
!A test cave flow/archetype
FOR FUCK SAKE rebuild tileset (fixing mesh intersection)
- Reduced damage of Screw You
▅ ▍▇█▉_▍ ▅▌▌▋
▍▉▄ ▍▌█▋ ██▅▋ ▇▄▅█▆▍▉ ▋▅▅▋ █▆▆
- Crappy placeholder sound effect for bolt
- Weapon definitions now specify the camera shake settings
- Increased camera shake for Screw You
- Added gamepad navigation for reward screen
▋ █▌▉▌ ▇█▇█▉▊██▉▇ ▉▌▉▊▄█ ▉▌▍▍
Fixed missing official servers
Fixed missing official servers
Amplify Occlusion added to player camera but disabled because errors
Ocean tweaks, foam textures
Owl - backhand stand source update
lookat uses spherecast instead of ray
BCD properties, StoreTarget mapping via enum
Ported over new SSAO implementation from Rust
Set all item views to 0.5 min interaction distance
Fix for RUST-434 - Satellite dish - Unable to walk up stairs
Exposed minimum interaction distance in ItemViewEditor, also set default to 0.5 units
PickDesire action calls new Agent.SetActiveDesire method, passing in a filter defined in the action settings
Added new SSAO implementation and replaced the old one
Fixed missing prefabs (broken references) in SatDish scene
Prefab update
RUST-474 - Missing concrete wall collisions
FOR FUCK SAKE tileset
FOR FUCK SAKE cave wall model
Removed desire creation from CanFindBuildingMaterials (renamed)
Added RUST-462
Fixed RUST-471 (presumably)
Added materials and textures for Char11 Dreadora and skeletons. Frontend version as well.
Added CanFindAnyMaterialsForBuilding condition type, which checks whether a Unit can find (either/or) any materials on the Building's requirements list, or Resources that can provide any of those required items
Refactored Building quite a bit
road sidewalk blend mask polish
Switched materials in prefab
vertex normals alignement fix - road piece
asphalt and road_decal gloss map polish
road round layer material fix (wasn't deep enough)
Created FrontEnd materials for Owl and Cowboy. Un-hid Emission from shader. Changed shader for TENN's racket alpha.
Fixing some EntityCondition data
- Placeholder weapons switch ability icon
Added emission slot to character shader. Added emission textures to where needed (cowboy). Tweaked values across selectable characters.
Building 3 plan structure (data incoming)
- Made weapon switching an ability button (always unlocked) with a short cooldown
- Weapons now get dropped and become physics object when switching weapons
- Added new key/pad binds for weapon switching
-removed HasRequiredToolCondition
Load modded/community server list from single source, to avoid ddosing ourselves