250,599 Commits over 3,959 Days - 2.64cph!
Missing file. Hid the ferns until they suck less.
AO performance optimization. Light tweaks.
More PlayerController and interaction tweaks, killed some weird bugs with rect selection. Lots o' cleanup
Less shitty forest clutter. Autorock tweaks. Flower and fern spawntable tweaks.
Fixed roads being slightly *too* random (i.e. different every time you connect to a server)
Network++
Save++
Flowers are lighter to render, better lit, and don't have a terrible outline.
Fixed time not progressing
ISelectable improvements, added widget and some listeners in GameUI
Entity spawning and player shit.
Merge from terrain-improvements-2 (procgen8 + hapis3)
Increased powerline topology radius
Fixed green roadside trees spawning in the snow biome
Updated character select, can now start game!
Checked the "animate cross-fading" checkbox on the tree prefabs
added fog and height fog to swamp court. enabled AO. Vertex lit (shadow) on the ground behind trees
reducing ceiling light textures sizes to 512
Scrap ceiling light, ~~all the files
Dust slide effect + script
tweaked shader on swamp trees and ground. added buildings with torches to swamp court.
- Made a Pipe Spawner prefab
- Area0 work
- Area1 changes to open up the level a bit as it's a noob area, started a gated trap area
Fixed not shutting down EAC properly
Cleaned up DebugUIZoneTab a bit
speedtree animateCrossFading = 1
Oaks don't walk on six legs anymore. Pines don't float on slopes.
Updated RustNative
Tweaked noise backend
Fixed having to hold USE to pickup - instead of tapping
Fixed not being able to pick up some items at weird distances
Dropped arrows are arrows
Arrows stick in stuff properly
Arrows that are stuck inside a player/npc properly transfer to its corpse
Fixed a bunch of weird parent position stuff
Fixed bone knife animation fuckups
added Dylan's 2DVFX folder to unity project
checking in some meta/fbx files
Fixed FoliagGroup material copying/assignment not working
Bad usings in species settings