250,735 Commits over 3,959 Days - 2.64cph!
Character select supports 2 player selection
Item containers can define the max stack size
Can define item defs to never drop a world model version
Added option to hide assets with no editable properties in BeforeEditor
Properly fixed bullet hit detection
Oiljack animations and prefab setup
- Removed DX11 option from list, until it breaks something @Ezmeow
Renamed Incentives to Interactions
ItemSettings again holds a list of Interactions which are passed to the Sibling SO on Init
Inventory contents contents
Item/container contents flags
Not Player Usable tag on collider objects - to make it so ent only 'usable' from specific point
Added native water simulation solver path; more lightweight threading; updated RustNative binaries
Shore wetness blend masking; integrated across relevant standard shaders, controlled by terrain material
Added underwater spec occlusion
Updated water prefab
- Loot now spawns with a slight delay between each item dropped and scales in
- Loot names are no longer parented to the item and items no longer rotate
- More LootDrop changes
Added a few utility funcs to native texture api code
Added native FFT code for water simulation; added btf opts
- Added standard loottable to area 1 enemy prefabs
- Elite enemies now access loottable instead of the old method
- Lowered default loot table values
- Checked in area work from other day
Fixed deployable guide missing some of the mesh
Added deployable distance to Construction component for helk
A bunch of new ambient stings
portable electrical generator model + materials.
Added wolf headdress model, textures, etc.
Editor item creation tool
▅ ▉▋▇▄▅▄▌▇ ▌▄█▊▆▌█▄▌▉ ▅▌▉▋▅▄
Removed art database from main repository
-merged with main
-fixed bug with focus point of camera rising
-consequently tried to fix, again, camera dropping jerkily from atop hills. Sort of succeded for most cases.
Add/Move/Deletes that I missed
Basic Item consumption now works.
ModifyAttribute supports Consumable derived "settings"
Added PickUpItem and ConsumeItem actions
Lion-El run north east & north west anims
- New files I forgot to commit in the commit 5 seconds ago
- Reworked LootDrop into LootDrop and LootTable so enemies can have specific loot tables as well as area specific loot tables, as well as random loot.
- Reworked some level select items
- Level work
upgraded to new shaderforge
created additional swamp buildings for swamp scene
added lantern and set up lantern shader
tweaked court plant and court plane fringe to try to fix lighting issue
Subscriber stuff. Packets aren't getting sent :(
Submitting changed items for repository change.
Added smartobject_test scene assets
Action refactor v1
ActionChains now have a single execution method in Run()
Action has mehods for Start, Run and End
Refactored all existing Actions