199,572 Commits over 4,140 Days - 2.01cph!
added new camera animations to all courts so they don't all overwrite the same one. Tweaked lighting in swamp court, WIP
-tehfancy infmap, first iteration.
Added Lion-El forehand volley stand
some more animations for the semi-auto pistol view model
Fixed normal texture mode
-some of the constants are being ignored vs constants passed in as arguments
-threaded k-d generation is nearly really threaded!
-more work on the threaded map manager.
-aside from the threaded bit needing to look up a vector3 (boo), which will need to be either processed or changed, the threading is threading fine now.
- Refactored unit items, attachments, flags and lots of related code a lot
- Units can now drop items (player commandable via RMB on selected unit)
- UIWidget now deals with animator fadeIn/Out and lets an AnimationBehaviour to deactivate the gameobject (w/fallback)
- ItemComponent once again holds a list of InteractionSettings which get passed to the sibling SO on init
- Improved ItemComponent SO Interaction mangement methods (they work now, lel)
- Fixed shitty rotation on human male Rshoulder AP
Fixed incorrect subsurface refraction
Fixed glowy water at night; now properly lit using custom lighting model
Updated water level; tidying up scripts, more coming
* GitSync
* Added Player.SetLaggedMovementValue
* Added Player.GetLaggedMovementValue
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