247,131 Commits over 3,928 Days - 2.62cph!
Fixed other Entity overridable function parameter types.
Fixed other Entity overridable function parameter types.
Fixed Entity OnEnterStage / OnLeaveStage bindings.
Fixed Entity OnEnterStage / OnLeaveStage bindings.
Fixed Entity OnEnterStage / OnLeaveStage bindings.
Removed excessive debug printing.
Implemented automatic detection of overridable functions.
Added overridable function documentation.
Added overridable function documentation.
Game directory is now created if it does not already exist.
Added binding for GameBase.Reset();
Added binding for GameBase.Reset();
Added binding for GameBase.Reset();
[ultimate_soldier] guns have limited ammo
sound effects for the medical syringe
- Added WeatherTypeAsset, WeatherVolume script and basic transition functionality.
- Deleted a load of old prefabs.
improved medical syringe animations
Updated to latest Steamworks.NET because steam authing stopped working
New C class tree species. Trees back on the resource layer. Better LOD distances for all trees.
Reverted the TerrainBlendExtention and updated mats
Setting default colors for splats
Added back missing splat tints
Patched TOD error and added base WeatherManager
Testing a gut feeling - does including the builtin shaders knock 30 minutes from our build times
Cleaned up shader warnings
Added vertex offset for terrain only, to fake snow accumulation
Changed snowSpecGloss default to all zeros/black
Added snowColor; multiplies against snowSplat for extra control
test commit (well that was easy, just have to refresh sourcetree)
Added SmashBloxJS submodule
attempting to delete submodule
Replaced snow masterBlend, power and hardness with maxAngle, minHeight and falloff distances for each
Added blending of specular params for snow overlay
Added SmashBloxJS sub module (I think)
Updated RustNative
Protocol++ (network + save)
Removed SteamNative from my copy script