254,981 Commits over 3,990 Days - 2.66cph!
Fixed for PostOpaqueDepth when screen size is zero
More water tweaks
Reduced lag in large fightfights
Made arrows/spears easier to pick up
Arrows/Spears no longer block bullets/arrows/spears/meleeattacks
Updated Elvis & Igor in-game cam positions
Candlehat/Minerhat use fuel and don't break when they've run out
Watercatcher icons
Item containers can restrict to single item type
Fixed PostOpaqueDepth not working in edit-mode
adjusted character select prefabs for frontend
Added special move to controller
Fixed fps.limit being stomped
Water catcher water catching, blueprints, lootspawn
Network proto++
FOR FUCK SAKE glue impact colour
added Dylans new effects to swamp court scene, added new surface tension to scene
Added extra win / lose placement nodes
Updated character select prefabs
Added resourceDepositManager to randomly generate resource deposits on the map
survey charge spawns a visible resource shower when a deposit is found
mining quarry now latches onto resource deposit to extract minerals
sound fx and particle effects for when player is on fire
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- Added Item.StoneAxe and art asset
- Added EquipItem Action
- Added Equip Interaction
- Added Equippable SmartObject
- Added Human+Equipment which handles equipping Items with Equipment components and attachment points (rough)
- Updated HumanMale with rig updates
Which all means that Human units can now pickup and then equip items to appropriate attachment points!
Attachment points for HumanMale
New door sounds
New bandage sounds
New airdrop plane sound
Lots of small misc sound tweaks
Strip any scripts that are on the building skin prefab when creating the guide because it should only be visual
Watercatcher lootpanel UI tweaks
Updated phrases
Updated character select and in game celeb cam positions to take rotation from prefabs
Inventory menu tweaks
Don't set audio.speaker on enter playmode in editor (cuz 3+ seconds to reset audiosystem)
Don't GC collect on enter playmode stuff in editor (cuz fuck it)
Enter playmode profiling (cuz it's still slow)
Fixed water not loading
Fixed that some building block conditional model renderers were disabled
- Improvements to item view handling in BeforeEditor
- Added some basic art for wood/stick/berries items
- Resource now creates Interactions before passing them to its sibling SO. This is hacky for now, but it works
- Added Scripts/Utility/ItemSpawnTester
added 3rd person animation for when the player is on fire.
Tweaked ocean shader and material further; custom lighting path for RUST_STD_WATER, avoiding indirect lighting and reflections
Added edit-mode placeholder water material; updated water prefab
Added quality modes affecting mesh and ocean shader lods
Final tweaks in terrain shader water interaction before merging
changed FOV on camera select cam
Updated character select prefabs
RPC + networking quality hacks.
ItemComponetSettings creation first pass
Updated anim controller - Igor / LionEL
Targets build error fixed on Xbox
Added new platforms to Court Shader
pistol and all the files!
addded work files to deuce art
tweaked bottle anims and ribcage ropes. added water drip anims, added tin cans, tweaked lighting
Fixed move back to catcher
entity pie menu ordered properly
drinking direct from catcher
- Added noob-simple tutorial text panel to Area0
- Restructured Area0 and Area1_1 hierachy to support level swapping again
- ChangeLevel can now toggle specific objects