199,504 Commits over 4,140 Days - 2.01cph!
Reduced AO intensity, added back some color bleed, and reduced self bleeding toggled on
deploy guides can be empty
Started linking UI to inventory.
Added Item + Inventory serialization.
Uncrunching - because Crunch texture compression apparently does the opposite of what it's meant to
Chicken sounds
Metal door sounds
Quarry sounds
Fixed hemp bush blocking bullets
Connecting up UI + inventory networking.
Fixed some entity creation and player creation bugs.
Spawn now working but updates not working properly.
Added cullmode option to standard shader
Environment option in RustEditor
Added all the splat types to TestLevel
Containers and items sync correctly but destroys are not getting synced.
Added Transform.FindChildren (find immediate children by name)
Updated to latest Amplify Color and Motion
Disabled AM auto-register objs in Player Camera
Networked inventory updates now seem consistant.
Nuked unused AtmosphericBlend script that doesn't even work :O
Basic player belt UI added.
Avoid rebuilding player models when nothing has actually changed (perf)
SkinnedMeshCollider can work with a regular MeshRenderer
Can define an attachment bone in wearable (for unskinned clothing items)
RustEditor remembers tabs
Added character blend colour from court controller
- Enemy chatter fix for non aware enemies
tweaked net shader to not get fogged (might need to revert this)
Tweaked lighting and materials on swamp court
-better threading/threadsafetying I think.
Removed source files commited to wrong repo
Fixed not shadow culling MeshRenderers properly in SkinMultiMesh
Fixed server compile errors
Dealing with scene objects. There's probably bugs here though.
-added influence thread manager under globals in startup_scene
Seed plant effect
Plant harvest effect
HeldEntities can demand a crosshair
Picked food condition set according to how ripe
Eaten food item effects scale to condition
Eaten Pumpkin gives seeds
Added decent smooth transform sync to network entites
added swamp_court_eyes to swamp court, tweaked character shader to be a bit more emissive, tweaked raft texture, removed psd
Testing RPC / commands in TennisPlayerScript
Added Igor & Mavis character selected anims
Igor & Mavis maya anim files
- Converted Redwood texture assets to neutral grey so they can be colored
- Added Island0003 and covered it in redwoods
Fixed all Treefab(!) layers
Added custom speedtree shaders Before/SpeedTree* (SM3 only); fixed weird bug in the process
Nuked BRDF file and merged into BeforePBSLighting; Replaced StandardWorld light model with a more flexible StandardBefore
Edited custom deferred shader; a few tweaks all around
First version of terrain painting, water mapping, spawn handling, grass spawning and decor fiddling
Made island-0001 the test scene for the new features
Added entity.debug_lookat (toggles debug mode for the entity an admin is looking at)
Changed TerrainBlendExtension from OnEnable to Start (I'll address this properly later, ignore it for now Diogo)
Moved Amplify Motion before Tint shift (sampling issues)
Moved SMAA to after all the edge sensitive blur operations
Increased Amplify Motion quality steps to 2 (still cheap)
Improved motion blur post-process quality a bit (added depth threshold param); added to the changes above, looks much better imo