250,774 Commits over 3,959 Days - 2.64cph!
Changed rust/terrain blend shader to preserve albedo detail in all quality levels; tweaked lower levels
baked and textured temple stone props max
cleaned up and named this properly
Added OpenGLCore to Windows build settings (for asset bundles on the build server)
Fixed CreateActivityActionSettingsEditor not inheriting from base
Added a lot of animation param actions back into Interaction ActionChains
Made human gathering use 3 states in mechanim (in/loop/out) cc frankieh
Fixed fruit bush missing collider/lod
Renaming some Actions
More \nature\grass test files.
rebaked all lightmaps for new unity version. added stone ruins and blocks, added vines at back of court, textured trees
merging files
Can melee attack + build while swimming
Error text vertex overflow (UnityUI sux)
Hid some harmless warnings "Trying to add (Layout Rebuilder for)"
textured final trees, added new hanging vines
Boilerplate for auto muting/kicking chat spammers
Added new runs, switched off import mats
Fixed broken speedtree normals on glcore ?_?; touched all rust/standard shaders just in case
improved deer
added basic material colours to the bear
Initial commit - Body_00 and Head_00. Eyes etc to follow
Agent.DecisionLog clears when it reaches capcity (1000)
-AlwaysWin consideration
-CanFindUbuiltBuilding Condition
-yam
-Fixed Self-Physio goal always winning
Units now get the MaxSpeed stat base value from SpeciesSettings on creation
Added auto grass spawn refresh toggle to world debug tab
Some stat/SO serialization tinkering
Cowboy - south & south east run anims +.meta
Cowboy - south & south east run anim source
Fixed issue with controller direction in frontend
Added a summary in BuildingStates to un-confuse the confused
Added water/swimming event music
5.3.1 updates
Added cowboy anims to controller
Added EntityConditionFilterDrawer
Sleeping bag exploit fixes
- Branched for more aiming/control work
Trainyard - fixed missing pipe collisions and deadfall
deleting this so I dont re grab it when updating workspace
Agent.DecisionLogs uses FixedArray
Metas, apparently
Char11 racket model, textures and ZTL.
Merge from procgen11.1
Network++
Save++
Splat adjustment of roads and rivers also use editor padding / fade parameters
-conditions and considerations made system serializable in templates, else you could not assign them to a goal.
Disabled foam underwater (camera depth based, won't match surface)
Fixed overly bright foam; raised foam texture's default anisotropic level
Fix for RUST-413 - Various dungeons sewers gaps
- Split gamepad/kbmouse Poll functions to seperate classes
- PlayerShip now adds correct control component at startup based on chosen input type
- Changed the way mouse aiming is handled, now more accurate, less shit.
- Bit of PlayerShip code purge