198,704 Commits over 4,140 Days - 2.00cph!

10 Years Ago
holosight tweak
10 Years Ago
Fixed missing prefabs (broken references) in SatDish scene Prefab update
10 Years Ago
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10 Years Ago
RUST-474 - Missing concrete wall collisions
10 Years Ago
FOR FUCK SAKE tileset FOR FUCK SAKE cave wall model
10 Years Ago
Removed desire creation from CanFindBuildingMaterials (renamed)
10 Years Ago
Added RUST-462 Fixed RUST-471 (presumably)
10 Years Ago
Added materials and textures for Char11 Dreadora and skeletons. Frontend version as well.
10 Years Ago
Asset save
10 Years Ago
Added CanFindAnyMaterialsForBuilding condition type, which checks whether a Unit can find (either/or) any materials on the Building's requirements list, or Resources that can provide any of those required items Refactored Building quite a bit
10 Years Ago
road sidewalk blend mask polish
10 Years Ago
Switched materials in prefab
10 Years Ago
vertex normals alignement fix - road piece asphalt and road_decal gloss map polish road round layer material fix (wasn't deep enough)
10 Years Ago
Created FrontEnd materials for Owl and Cowboy. Un-hid Emission from shader. Changed shader for TENN's racket alpha.
10 Years Ago
IsSuitableAnimal
10 Years Ago
Fixing some EntityCondition data
10 Years Ago
- Placeholder weapons switch ability icon
10 Years Ago
Added emission slot to character shader. Added emission textures to where needed (cowboy). Tweaked values across selectable characters.
10 Years Ago
Building 3 plan structure (data incoming)
10 Years Ago
roads misc changes
10 Years Ago
- Made weapon switching an ability button (always unlocked) with a short cooldown - Weapons now get dropped and become physics object when switching weapons - Added new key/pad binds for weapon switching
10 Years Ago
-removed HasRequiredToolCondition
10 Years Ago
Load modded/community server list from single source, to avoid ddosing ourselves
10 Years Ago
Bed fixes
10 Years Ago
-condition for hasRequiredTool (not yet implementing desires) -some reordering of goals+plans for building -decision log starts up with logging enabled -readded filtering by state for buildings in entitycondition.
10 Years Ago
merge of roads and railroads progress from pre-release
10 Years Ago
merge from main
10 Years Ago
Prefab scenes update Roads dont cast shadows
10 Years Ago
Road LODs
10 Years Ago
Updated character prefabs
10 Years Ago
fixed swamp water shader
10 Years Ago
Eclipse anim setup
10 Years Ago
-formatting fix
10 Years Ago
NRE fixes
10 Years Ago
-camera keeps moving when orbiting while following
10 Years Ago
- Weapon models now get updated for both arms when switching weapon slots
10 Years Ago
added eclipse controller to temple scene and set up camera and materials on it
10 Years Ago
- Implemented weapon swapping (need to do the ability button/bind next) - Changed the way weapon slots work, equipping the weapon from one slot equips that weapon in both arms - Weapon definitions are now specific per arm
10 Years Ago
Tweaked player mats
bot
10 Years Ago
Automated Linux DS Build #143
10 Years Ago
Disabled projectile penetration on players (for better damage predictability, related to 12922)
10 Years Ago
Touched speedtree shaders; also using rust/standard brdf
10 Years Ago
Switched to analytic preintegrated skin/sss brdf approximation; added curvature; fixed subsurface normal not getting detail layer; tweaked materials Moverd skin shader back into deferred path (had to remove fuzz) Touched all shaders using rust/standard brdf
10 Years Ago
Simplified player colour skin lut
10 Years Ago
removed unused eclipse materials for temple court. added global eclipse variable to all temple SF shaders
10 Years Ago
added dylans tornado and cowboy racket effects to plastic
10 Years Ago
SSR early out on occluded water pixel
10 Years Ago
Added amplify color blend and prefab
10 Years Ago
train wagon greybox UV update
10 Years Ago
Updating greybox meshes to have proper ground UVs