199,317 Commits over 4,140 Days - 2.01cph!
- More reward screen work
Fixed issue that could force LOD0 to always be visible
Owl - Updated forehand stand, changed events
- Weapon scriptable object definitions now control which splash damage prefab is used and it's radius and min/max damage
- Reward screen item panels now show weapon stats
Added EntityComponent filtering to EntityCondition
Cleaned up Machine/MachineProcess a bit
Lots of data changes
Fixed bad skin update stuff in BuidingView
Goals data
Owl - forehand stand update
Cowboy - update to death anim WIP
Added run east source file
Initial smash source
- 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)
Updated eclipse controller - now lerps colours correctly
Fixing some condition data brokeny refactor
Implemented goosey's holosight model
Implemented goosey's silencer model
Semi_Auto Rifle : shortened the blend time between reload --> idle ( fixing the weirdness that occurs when player goes into ADS after reloading)
Machine conditions can check if the required process is running, available
Fixed UCFEC not applying entity component filters correctly
semi auto rifle does less damage but bullets move faster
player uses updated skeleton, more even damage scalars
semi auto clipsize changed to 16
bullet speed reduced
damage slightly increased (roughly 25 per shot)
FOR FUCK SAKE town portal light
FOR FUCK SAKE icecave model (mat/collision)
FOR FUCK SAKE rebuild asteroid tile set
FOR FUCK SAKE town lighting/shadow
FOR FUCK SAKE Rebuild factory prefab (fix near clip plane proj light error from new unity option)
FOR FUCK SAKE cleaning useless lightmap snapshot
art/sound files for the m4 viewmodel
Added interface for concurrent async server content downloads. Currenty used for Workshop content.
RUST-449 - Fixed broken path to pipe colliders
Automated Linux Build #143
Automated Windows Build #143
Updating greybox meshes to have proper ground UVs
train wagon greybox UV update
Added amplify color blend and prefab
SSR early out on occluded water pixel
added dylans tornado and cowboy racket effects to plastic
removed unused eclipse materials for temple court.
added global eclipse variable to all temple SF shaders
Simplified player colour skin lut
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
Touched speedtree shaders; also using rust/standard brdf
Disabled projectile penetration on players (for better damage predictability, related to 12922)
Automated Linux DS Build #143
- 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
added eclipse controller to temple scene and set up camera and materials on it
- Weapon models now get updated for both arms when switching weapon slots
-camera keeps moving when orbiting while following