197,425 Commits over 4,110 Days - 2.00cph!
rocket crane lift animations, prefab, controller
Fixed lantern glass refract shader
adding what's new screens
unbroke the desires widget a bit
Fixed icon render skin shading
Changed skin materials default tint to not albino
sound when xp ring slides in
UnitDesires widget takes icons.count from sorted desires, not hardcoded 3
Added benchmark console command
Updated FacePunch.UnityBaseProject stuff
removing graph animation and compute shader cuz they break everything
Spear craft no longer requires axe
- Removed IController arg form EntitySettings.Load paths
- Entities persist their IsPlayerControlled flag, restore ref to the player controller on load
- Fixed cursor being invisible after
creating trim building components diorama
* Entity.DispatchTraceAttack will now error and halt execution like expected when incorrect parameters are given
* Entity.HasBoneManipulations, Entity.HasFlexManipulatior and Entity.GetBrushPlaneCount will no longer return no value in case of failure
* Entity.GetFlexScale's will return 1 instead of 0 in a specific case where the function fails to get the actual flex scale (to match other fail case returns of this function)
* Entity.GetBrushPlaneCount and Entity.GetBrushPlane will now work on brush entities
- Console alt button is F9, screenshot moved to print screen
- New what's new UI, moved to main menu
- Pause UI restart button now quits to menu, renamed as such
- Detail view UI tooltip for clothing
- Fixed some UI system current screen execution order issues causing bugs with modal state
- Version++
Loading should actually work now
Automated Windows Build #17
Automated Linux DS Build #17
Automated Linux Build #17
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Added mast icon
Fixed round timer
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Fixed light intensities for prefabs: neutral dungeon lighting, ceiling light, search light, light barrel station
update WIP graph panel stuff
Fixed mast material
Added material swaps to flag marker
Fixed night light intensity
Fixed caustics at night
Automated Windows Build #16
Fixed flashlight intensities to match new scale
pushing the gun trap prefab guide update
Don't create weather events while we're in transition
Ajusted LightEx intensity to match new brdf scale to fix low intensity torch, campfire, etc
Tweaked interior DOF mode settings
Reduced all weather type transition times to 30 game minutes
Make sure the wrap lighting fallback only runs on subsurface profiles
Fixed icon rendering
Nuked deprecated keyword in rust.global
Added light intensity scale callback param to CaptureScreenshot
Let's use the opportunity to optimize weather change lerping too.