248,563 Commits over 3,928 Days - 2.64cph!
Streamlined the screen reflection shader so that it doesn't branch when testing if the screen can be reflected.
Added a `Scale` field to CabinetScreen that controls the size of the virtual CRT display after projection on its sphere.
Some performance related tweaks.
Streamlined the screen reflection shader so that it doesn't branch when testing if the screen can be reflected.
Added a `Scale` field to CabinetScreen that controls the size of the virtual CRT display after projection on its sphere.
Added spawnhandler stuff to report command
Reverted insane change in Spawnable (/cc zon)
Don't show all the building component templates at 0,0,0
Fixed bear skin not having a protection property
Debug spawns and hurts when developer > 1
Animals now spawn hydrated
Upgraded BaseMetabolism.cs to use newlines
Player prioritises network updates to themselves
[block_party] smile block can turn invisible
[block_party] reworked homing fireballs
[block_party] teardrops splash on other blocks and ground
[block_party] sad block drops tears
made changes to the animalanimation script to dynamicall adjust the animals playback peed
updated the animal prefabs to use the dynamic anim playback script
fixed the "foot sliding" of the animals when they move.
fixed building block max health not showing up properly on client
Animals once again align to the terrain.
Predators are now half as common as other animals.
Experimenting with trail system
Forcing terrain shader update
Fixed green shit all over the terrain
Revered deferred shader override back to built-in; needs more work
Removed some deprecated pvt shaders and materials
Animals once again float in water.
Improved how animals avoid deep water and slopes.
Starting metabolism values are no longer hard coded.
Merge branch 'master' into ovr
Conflicts:
GameAPI.Unity/ScreenReflector.cs
Unity/Game/Assets/Scripts/ClickToPlayTest.cs
Unity/Game/Assets/Scripts/Entities/Player/PlayerController.cs
Unity/Game/Assets/Shaders/ScreenReflect.cginc
roof shingles textures, temporarilly assigned to slanted block for preview
Screen reflections are now anti-aliased.
Slight tweak to cabinet normal map.
Increased ore/stone count
Locks now deployable again (quick fix)
Fixed melee attacks sometimes striking twice
Fixed shot arrows spawning at 0,0,0 instead of where they landed
Removed some files that shouldn't have been added to source control.
Ported Vector3DTest to C#.
added new work-in-progress net to wild west level. Added final textured cacti. Added grass shader to court that works dynamically with dirt_map
Fixed AISense not detecting obstacles.
Wait a sec.. looks like we need it after all
Fixed warning in terrain normal processor
Removed .dylib from RustNative OSX bundle (my bad)
Cleaned GameTrace
Fixed bullets/melee attacks sometimes not hitting when they should
Removed PlayerCollision (unused)
Removed hitbox, hitsphere (unused)
Post-build deployment, GUID: 8a033c89-8504-4a88-aa03-60b83cbf3020
CRT display / reflections now use the correct aspect ratios for each game.