250,780 Commits over 3,959 Days - 2.64cph!
- Converted Redwood texture assets to neutral grey so they can be colored
- Added Island0003 and covered it in redwoods
Igor & Mavis maya anim files
Added Igor & Mavis character selected anims
Testing RPC / commands in TennisPlayerScript
added swamp_court_eyes to swamp court, tweaked character shader to be a bit more emissive, tweaked raft texture, removed psd
Added decent smooth transform sync to network entites
Picked food condition set according to how ripe
Eaten food item effects scale to condition
Eaten Pumpkin gives seeds
Seed plant effect
Plant harvest effect
HeldEntities can demand a crosshair
-added influence thread manager under globals in startup_scene
Dealing with scene objects. There's probably bugs here though.
Fixed not shadow culling MeshRenderers properly in SkinMultiMesh
Fixed server compile errors
-better threading/threadsafetying I think.
tweaked net shader to not get fogged (might need to revert this)
Tweaked lighting and materials on swamp court
- Enemy chatter fix for non aware enemies
Added character blend colour from court controller
RustEditor remembers tabs
Avoid rebuilding player models when nothing has actually changed (perf)
SkinnedMeshCollider can work with a regular MeshRenderer
Can define an attachment bone in wearable (for unskinned clothing items)
Basic player belt UI added.
Nuked unused AtmosphericBlend script that doesn't even work :O
Networked inventory updates now seem consistant.
Updated to latest Amplify Color and Motion
Disabled AM auto-register objs in Player Camera
Added Transform.FindChildren (find immediate children by name)
Containers and items sync correctly but destroys are not getting synced.
Added all the splat types to TestLevel
Environment option in RustEditor
Added cullmode option to standard shader
Spawn now working but updates not working properly.
Connecting up UI + inventory networking.
Fixed some entity creation and player creation bugs.
Fixed hemp bush blocking bullets
Chicken sounds
Metal door sounds
Quarry sounds
Uncrunching - because Crunch texture compression apparently does the opposite of what it's meant to
Started linking UI to inventory.
Added Item + Inventory serialization.
deploy guides can be empty
Reduced AO intensity, added back some color bleed, and reduced self bleeding toggled on
* GitSync
* Added Player.SetLaggedMovementValue
* Added Player.GetLaggedMovementValue
Fixed incorrect subsurface refraction
Fixed glowy water at night; now properly lit using custom lighting model
Updated water level; tidying up scripts, more coming
- Refactored unit items, attachments, flags and lots of related code a lot
- Units can now drop items (player commandable via RMB on selected unit)
- UIWidget now deals with animator fadeIn/Out and lets an AnimationBehaviour to deactivate the gameobject (w/fallback)
- ItemComponent once again holds a list of InteractionSettings which get passed to the sibling SO on init
- Improved ItemComponent SO Interaction mangement methods (they work now, lel)
- Fixed shitty rotation on human male Rshoulder AP
-more work on the threaded map manager.
-aside from the threaded bit needing to look up a vector3 (boo), which will need to be either processed or changed, the threading is threading fine now.