201,115 Commits over 4,171 Days - 2.01cph!
Added new clouds to cloud city scene with shaders and materials. Changed skybox lighting.
added clouds to art respository, updated max file
added roadsign kilt
added bone jacket & pants
added wood jacket & pants
protocol++
Fixed some PlayerInput code being executed for every player (instead of just the local player)
TrackIR bindings now only log errors
wood chestplate uses wood protection (was using wolf, derp)
More work on Machines. Added MachineProcessSettings, IMachineProcess and FuelToEffect process type. FuelToEffect takes and produces new VicinityEffect entities.
Added IEntityContainer interface to simplify dealing with Entities that can have other Entities deposited or otherwise contained in them
bone armor a bit better at protecting against spear attacks
can wear bone/wood armor over hide pants
Added building prevent_building colliders to barricades
Fixed accidental item grant
storage containers spew contents when ground is missing
How much trouble would it cause if each line of text was its own canvas
Fixed accidentally DDOS'ing Valve
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 IndexOutOfRangeException when graphics.shadowlights is less than 0
Added shadow light count slider to F2 menu
Added pooling system and basic audio system.
re-added clouds to cloud city env
Added debug view support to deploy volume checks (numpad /)
Fixed a bunch of warnings
Removed behaviour component with missing script from ambience/default prefab (cc alexrehberg)
Some Consideration cleanup.
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
Numerous editor tweaks and cleanup mostly around Consumables and Considerations
Removed several partials from PlayerController, replaced with new generic handling of Entity interactions
Some fixes to DSE + Considerations.
re-added clouds, added incidental animations, tweaked lighting
removed detail from inner court area
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)
Cleaned up EntitySettings Create methods and overrides in species/item/building and resource
hooked up some effects on bullet fx.
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)
rigged up the viewmodel for the 2handed baseball bat/mace
▇▌▆██▍▊ ▋▍▄ ▋▍▄▇▉▊▅ ▆▆▊▌▉ ▌▊█▌▍█▍▍▋
Clearing up some RadialMenu whackness
Changed some clothes to use diogo's new shader