251,075 Commits over 3,959 Days - 2.64cph!
- Ability and powerup booster effects now activate
- Booster WIP stuff and playership scene rebuild
Chainlink fences ready to place prefabs
Powerplant dressing update
Finished standard-specular; second stage
Moved everything around a lot
Boar obj
dungeons modular chainlink fences models and LODs
- Dropped weapons now have an effect
- Rebuilt player prefabs
Foundation deploy volume update for RUST-457
I'm feeling lucky: GamePhysics.CheckOBB now uses Unity's new Physics.CheckBox
Automated Linux DS Build #173
First stage bloom replacement; aiming for temporal and spatial stability
Automated Windows Build #173
- Added starter booster to starter equipment
- Starter equipment items are now excluded from loot selection
Automated Linux Build #173
- Item definitions can now have an effect prefab ref that gets linked to the weapon model
Let game.KickID take SteamID as well as UniqueID in first parameter
Automated Linux Build #172
Merged functionality of RunString/RunStringEx
Added game.GetIPAddress
Added game.KickID
Lua kick reasons can no longer be language strings
Home/End keys now work in Windows SRCDS consoles
Opening the chatbox while it is invisible/disabled no longer changes player view angles
Chatbox entry max char count is now correct (126)
TextEntry:OnTextChanged is now called after undo operation
Increased sleeping bag nobuild volume height
Got rid of legacy sleeping bag prefab
Tightened allwed ground deployment angle of shelves
- New lives start with 2 bonus nuts instead of 1
- Projectile hits of matching alignments are ignored
Fixed the tornado of confusion that appears to have occured in the animal footstep folders
Fence protection properties (currently defined per-entity which is a bit meh)
Fence prefab updates (projectile passthrough, impact effects)
Ambient lighting fixes for vertex lit surfaces (e.g. particles, speedtree LQ); touched all affected shaders
Fixed giveall returning when it should have continued
Transparent surface fog fixes and normal encoding updates; touched all affected shaders
Fixed remaining transparent surface fog issues affecting mostly global fog on water and particles
-little wait action fixes (typo, and wait time being always == MinWaitTime)
Cowboy - forehand dive meta update
Cowboy - backhand_dive + clips
set many realtime lights on ww court to baked and rebaked lightmaps
Properly computing ambient lighting for "Before/VertexLit Blended"; because unity isn't binding the proper ambient probe for vertex lit
- Made a new enemy pack without Booze burners for pipes missions
Call UpdateUserData for Steam
- Merged player prefab stuff back to main
- Weapon anchor points are now taken from the PlayerShipModels componnent