238,085 Commits over 3,837 Days - 2.59cph!
Engine vfx iteration.
Tweaked lerp values in engine script.
Put the GPU foliage placement on a define
Fixed "Triangle floor frame cannot be build over furnace like we allow with square "
[D11][#3768] BBQ fire effect now matches the steam version.
A couple of small optimisations to the foliage compute shader
Added "UV Set for Emission" property to Rust/Standard and Rust/Standard-Specular
Moved the spiral stairs colliders up to encompass the steps fully (movement layer issue)
Disable inside-vehicle hurt trigger and player repel trigger for now, until issues with them can be fixed properly.
Only dispatch foliage jobs within camera frustum bounds
Added berry clone item icons
fixed disabled shadow renderers on blocks
set server cull tag on necessary objects
fixed incorrect surface type on ramps
Start car based on raw input, not adjusted input. Fixes cars that are rolling backwards down slopes not starting
[D11] Turned off Full Res on AO
Make sure wheel colliders get enabled even if the car was woken in a non-standard way
Fix Login BG, Fix Device Width
▌▋█▆█▅▊▅ ▅▉▄▌▉▍▄█ ▇▍▌ ▊▇▇▆▋▆▄ ▊▊▇▌▆▌▊
orb rotatingLaser charge/shoot sfx
orb warp curse sfx & polish
Merge branch 'master' of SpaceUsurperUnity
onion fence pattern
onion halves pattern
onion cRing pattern
[D11] Revert removal of .map files, breaks demo playbacks.
▆▌▇▊▄█▇▊ ▋█▌█▉█
▍▉▅▄▋█▍▊▋ ▋▍▅ ▄▌█▇▅▅█▊ ▆▇▄ ▆▋▄ ▋▍▊▌█▆█▆ █▆▆▋ ▊▌▆▊▅▊▊▍ █▉▅ ▇▆▊▄▌.
[D11] Remove proceduralmaps to remove XboxOne SubVal warning
Added batching script to lots of the new models
Added pooling script to window wall corners
Fixed spiral stairs conditional model
Tweaked ramp and step socket handles on the foundation and floor for easier placement
Ugc item key value tags
(cherry picked from commit a5386b358fec87911d2c4cd221d53b90f470bcf4)
comma
Removing/replacing ugc KeyValueTags
Merge pull request #423 from kamyker/key-value-tags
Ugc item key value tags
Add interface method for CreateRelayServer
Merge pull request #418 from brian9206/master
Interface approach for CreateRelaySocket
Update README.md
Wrong properties in "Get Avatars"
Merge pull request #419 from Dimma/patch-1
Update README.md
Fix pushes not working the first time on sleeping vehicles, by waking the wheel colliders as well as the rigidbody before applying push forces
Disabled NVG a bit better
Increase collision hurt damage somewhat
Remove unused attacker info from hurt trigger
Change flamethower mask to Vehicle_Movement to Vehicles (no actual behaviour change)
Removed a Debug.Log in Landmine.cs
Fixed landmines not damaging cars
Fixed flamethrowers not damaging cars
Fix wheelcolliders sometimes keeping cars awake, even with 0 throttle/brake forces. Disable them entirely when sleeping.
Increase sleep velocity (but also sleep delay), as some vehicles still jitter around faster than the level it was at and we want them to sleep too. If this continues to happen, we can switch from testing the current velocity to testing distanced moved over a period of time.
Put test map terrain on the correct Terrain layer
Fixed TriggerPlayerForce not affecting AI
Fix incorrect ground FX type calculation
Added soft particles + double-sided ligthing via transmission + smoothness to LitParticle shader
Remove DDraw and restore calorie penalty
Tweak minicopter push behaviour
Although successful in editor, comparing physics materials by object fails in builds, perhaps due to bundling. Compare by name instead.
Fixes terrain trail FX not working correctly in builds, as well as incorrect tyre sound.
Quick property naming particle shader & material fix