256,226 Commits over 3,990 Days - 2.68cph!
Updated character prefabs
-camera keeps moving when orbiting while following
- Weapon models now get updated for both arms when switching weapon slots
added eclipse controller to temple scene and set up camera and materials on it
- Implemented weapon swapping (need to do the ability button/bind next)
- Changed the way weapon slots work, equipping the weapon from one slot equips that weapon in both arms
- Weapon definitions are now specific per arm
Automated Linux DS Build #143
Disabled projectile penetration on players (for better damage predictability, related to 12922)
Touched speedtree shaders; also using rust/standard brdf
Switched to analytic preintegrated skin/sss brdf approximation; added curvature; fixed subsurface normal not getting detail layer; tweaked materials
Moverd skin shader back into deferred path (had to remove fuzz)
Touched all shaders using rust/standard brdf
Simplified player colour skin lut
removed unused eclipse materials for temple court.
added global eclipse variable to all temple SF shaders
added dylans tornado and cowboy racket effects to plastic
SSR early out on occluded water pixel
Added amplify color blend and prefab
train wagon greybox UV update
Updating greybox meshes to have proper ground UVs
Automated Windows Build #143
Automated Linux Build #143
RUST-449 - Fixed broken path to pipe colliders
Added interface for concurrent async server content downloads. Currenty used for Workshop content.
art/sound files for the m4 viewmodel
FOR FUCK SAKE cleaning useless lightmap snapshot
FOR FUCK SAKE Rebuild factory prefab (fix near clip plane proj light error from new unity option)
FOR FUCK SAKE town lighting/shadow
FOR FUCK SAKE town portal light
FOR FUCK SAKE icecave model (mat/collision)
FOR FUCK SAKE rebuild asteroid tile set
semi auto clipsize changed to 16
bullet speed reduced
damage slightly increased (roughly 25 per shot)
semi auto rifle does less damage but bullets move faster
player uses updated skeleton, more even damage scalars
Machine conditions can check if the required process is running, available
Fixed UCFEC not applying entity component filters correctly
Semi_Auto Rifle : shortened the blend time between reload --> idle ( fixing the weirdness that occurs when player goes into ADS after reloading)
Implemented goosey's silencer model
Implemented goosey's holosight model
Fixing some condition data brokeny refactor
Updated eclipse controller - now lerps colours correctly
- Mission definitions can now be marked to not get selected at all
- Disabled the alcohol pump mission until it's more fun and outdoor is more filled in (outdoor only mission)
Owl - forehand stand update
Cowboy - update to death anim WIP
Added run east source file
Initial smash source
Added EntityComponent filtering to EntityCondition
Cleaned up Machine/MachineProcess a bit
Lots of data changes
Fixed bad skin update stuff in BuidingView
Goals data