239,640 Commits over 3,837 Days - 2.60cph!

9 Years Ago
SmartObject Subscribable fix (return true if any interactions enabled and subscription count < max sub count)
9 Years Ago
Seperate generators from item schema
9 Years Ago
Fixed client sending expired inventories to the server
9 Years Ago
WaterLevel NRE
9 Years Ago
Currently all interactions of a Smart Object must be enabled for an SO to pass as Subscribable... picking up sticks now works.
9 Years Ago
fixed a bug with the 3rd person bow animations not aiming correctly.
9 Years Ago
Tweaked server quit/restart so players don't lose craft ingredients
9 Years Ago
Server compile fix
9 Years Ago
Forgot this
9 Years Ago
Fixed dupe exploit
9 Years Ago
Tweaked the way TintMap works on clothing shader
9 Years Ago
Lots of procgen stuff.
9 Years Ago
Before Debug will now only show decisions that score higher than 0. Item no longer override the SO Trigger layer. Work in progress on getting units to consider picking up items (sticks in particular) when campfire is placed. Disabled Harvest DSE for DM while working on item pickup.
9 Years Ago
Fixed bug where placed buildings wouldn't be perceived as Smart Objects by Unit+Senses. Cleaned up some more Considerations. Added a IsInLayerMask extension to the TransformUtil. Modified the SetLayer in TransformUtil to take a bool on whether to propagate mask to children. Cleaned up some inconsistencies between using SetLayer and gameObject.layer. Cleaned up project to use IsInLayerMask over gameObject.layer ==.
9 Years Ago
Reverted terrain shader stuff for now to digest which version is superior Added LODGroup to some item views and tweaked foliage LODS... to basically no effect! Imported some LUTs
9 Years Ago
Changed some clothes to use diogo's new shader
9 Years Ago
Clearing up some RadialMenu whackness
9 Years Ago
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9 Years Ago
rigged up the viewmodel for the 2handed baseball bat/mace
9 Years Ago
Fixed Resource not creating harvest interactions properly SmartObjec initalization happens earlier in Entity creation now, may or may not cause issues (can't remember why it was done at the end)
9 Years Ago
Updated Mavis anims
9 Years Ago
hooked up some effects on bullet fx.
9 Years Ago
Cleaned up EntitySettings Create methods and overrides in species/item/building and resource
9 Years Ago
Resource is now an Entity rather that EntityComponent Fixed some bugs with view handling in BeforeEditor Fixed reorderable lists removing the wrong item in some cases Minor cleanup of SmartObjectSettings (made fields public)
9 Years Ago
removed detail from inner court area
9 Years Ago
re-added clouds, added incidental animations, tweaked lighting
9 Years Ago
Some fixes to DSE + Considerations.
9 Years Ago
Numerous editor tweaks and cleanup mostly around Consumables and Considerations Removed several partials from PlayerController, replaced with new generic handling of Entity interactions
9 Years Ago
Added microfiber fuzz support to deferred shader; drawback: spec is mono on mats where fuzz is used (cloth) Added "Rust/Standard Cloth" and "Rust/Standard Cloth (Specular setup)" with masked tinting and fuzz Added ClothTest scene + sample hoodie tint mask Added tool to find all materials using some shader at "Tools/Find/FindMaterialsUsingShader" Cleaned up reusable standard code a bit for use in all Rust-Standard derived shaders
9 Years Ago
Some Consideration cleanup.
9 Years Ago
Removed behaviour component with missing script from ambience/default prefab (cc alexrehberg)
9 Years Ago
Fixed a bunch of warnings
9 Years Ago
Added debug view support to deploy volume checks (numpad /)
9 Years Ago
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9 Years Ago
re-added clouds to cloud city env
9 Years Ago
Added pooling system and basic audio system.
9 Years Ago
Added shadow light count slider to F2 menu
9 Years Ago
Fixed IndexOutOfRangeException when graphics.shadowlights is less than 0
9 Years Ago
Particle meshes updated
9 Years Ago
9 Years Ago
Fixed issue with entities not being destroyed when they dont have a smartobject component Moved BuildingSkin out to it's own file, added skeleton for BuildingState Added MachineProcessEffect monobehaviour to track and manage effects created by Machines MachineProcess can now take additional input entities whilst running (to be made optional, but it works for fuel processing) FuelToEffect MachineProcess increases the duration of the process as more input is added (should also scale the size of its VicinityEffect) Cleaned up FX_Fire prefab a bit Basic effects stuff in MachineProcess
9 Years Ago
Increased delay
9 Years Ago
Fixed accidentally DDOS'ing Valve
9 Years Ago
How much trouble would it cause if each line of text was its own canvas
9 Years Ago
Schema update
9 Years Ago
aimcone fixes
9 Years Ago
storage containers spew contents when ground is missing
9 Years Ago
Fixed accidental item grant
9 Years Ago
Fixed schema bundles
9 Years Ago
Added building prevent_building colliders to barricades