251,087 Commits over 3,959 Days - 2.64cph!
Currently all interactions of a Smart Object must be enabled for an SO to pass as Subscribable... picking up sticks now works.
fixed a bug with the 3rd person bow animations not aiming correctly.
Tweaked server quit/restart so players don't lose craft ingredients
Tweaked the way TintMap works on clothing shader
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.
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 ==.
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
Changed some clothes to use diogo's new shader
Clearing up some RadialMenu whackness
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rigged up the viewmodel for the 2handed baseball bat/mace
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)
hooked up some effects on bullet fx.
Cleaned up EntitySettings Create methods and overrides in species/item/building and resource
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)
removed detail from inner court area
re-added clouds, added incidental animations, tweaked lighting
Some fixes to DSE + Considerations.
Numerous editor tweaks and cleanup mostly around Consumables and Considerations
Removed several partials from PlayerController, replaced with new generic handling of Entity interactions
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
Some Consideration cleanup.
Removed behaviour component with missing script from ambience/default prefab (cc alexrehberg)
Fixed a bunch of warnings
Added debug view support to deploy volume checks (numpad /)
re-added clouds to cloud city env
Added pooling system and basic audio system.
Added shadow light count slider to F2 menu
Fixed IndexOutOfRangeException when graphics.shadowlights is less than 0
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
Fixed accidentally DDOS'ing Valve
How much trouble would it cause if each line of text was its own canvas
storage containers spew contents when ground is missing
Fixed accidental item grant
Added building prevent_building colliders to barricades
bone armor a bit better at protecting against spear attacks
can wear bone/wood armor over hide pants