200,006 Commits over 4,140 Days - 2.01cph!
Cowboy - forehand dive meta update
-little wait action fixes (typo, and wait time being always == MinWaitTime)
Fixed remaining transparent surface fog issues affecting mostly global fog on water and particles
Transparent surface fog fixes and normal encoding updates; touched all affected shaders
Fixed giveall returning when it should have continued
Ambient lighting fixes for vertex lit surfaces (e.g. particles, speedtree LQ); touched all affected shaders
Fence protection properties (currently defined per-entity which is a bit meh)
Fence prefab updates (projectile passthrough, impact effects)
Fixed the tornado of confusion that appears to have occured in the animal footstep folders
- Projectile hits of matching alignments are ignored
- New lives start with 2 bonus nuts instead of 1
Tightened allwed ground deployment angle of shelves
Got rid of legacy sleeping bag prefab
Increased sleeping bag nobuild volume height
Merged functionality of RunString/RunStringEx
Added game.GetIPAddress
Added game.KickID
Lua kick reasons can no longer be language strings
Home/End keys now work in Windows SRCDS consoles
Opening the chatbox while it is invisible/disabled no longer changes player view angles
Chatbox entry max char count is now correct (126)
TextEntry:OnTextChanged is now called after undo operation
Automated Linux Build #172
Let game.KickID take SteamID as well as UniqueID in first parameter
- Item definitions can now have an effect prefab ref that gets linked to the weapon model
Automated Linux Build #173
- Added starter booster to starter equipment
- Starter equipment items are now excluded from loot selection
Automated Windows Build #173
First stage bloom replacement; aiming for temporal and spatial stability
Automated Linux DS Build #173
I'm feeling lucky: GamePhysics.CheckOBB now uses Unity's new Physics.CheckBox
Foundation deploy volume update for RUST-457
- Dropped weapons now have an effect
- Rebuilt player prefabs
dungeons modular chainlink fences models and LODs
Moved everything around a lot
Boar obj
Finished standard-specular; second stage
Chainlink fences ready to place prefabs
Powerplant dressing update
- Booster WIP stuff and playership scene rebuild
- Ability and powerup booster effects now activate
whoops, this was meant to be the last checkin
Tweaked mouth PSD and material
Added Intelligence stat
Fixed deferred path to support deferred materials
Finished standard metallic and skin (spec)
animals have movement anims at 2meters per second so fits with generic movement controller
update human item materials
updated mammoth colour on animal colour atlas
fast walk for mammoth(its rubbish)
can see mouth in all beards