201,115 Commits over 4,171 Days - 2.01cph!
Reverted terrain shader stuff for now to digest which version is superior
Added LODGroup to some item views and tweaked foliage LODS... to basically no effect!
Imported some LUTs
Fixed bug where placed buildings wouldn't be perceived as Smart Objects by Unit+Senses.
Cleaned up some more Considerations.
Added a IsInLayerMask extension to the TransformUtil.
Modified the SetLayer in TransformUtil to take a bool on whether to propagate mask to children.
Cleaned up some inconsistencies between using SetLayer and gameObject.layer.
Cleaned up project to use IsInLayerMask over gameObject.layer ==.
Before Debug will now only show decisions that score higher than 0.
Item no longer override the SO Trigger layer.
Work in progress on getting units to consider picking up items (sticks in particular) when campfire is placed.
Disabled Harvest DSE for DM while working on item pickup.
Tweaked the way TintMap works on clothing shader
Tweaked server quit/restart so players don't lose craft ingredients
fixed a bug with the 3rd person bow animations not aiming correctly.
Currently all interactions of a Smart Object must be enabled for an SO to pass as Subscribable... picking up sticks now works.
Fixed client sending expired inventories to the server
Seperate generators from item schema
SmartObject Subscribable fix (return true if any interactions enabled and subscription count < max sub count)
Fixed visible clothing sometimes not refreshing on HUD
* Fixed TF2 compressed maps crashing on load
Fixed some issues in CommandBufferManager; smoother now
Fixed SSAO not working properly with some of our custom shaders
Added useCommandBuffer to SSAO; when disabled uses original path for debug/comparison only; always enabled in builds
Added support for deferred reflections on our custom shaders
Added "Rust/Standard Skin" shader; same as MultiSkinShader, except with microfiber fuzz options
Added SkinTest scene
Fixed some shader compilation warnings
Keyboard shortcuts for duplicate/findandreplace tools
Fixed phrases not generating properly
Players use new skin shader
Fixed missing viewmodel arm shader
Fixed wrong skin colour selection
Rigged vm crossbow + 1st pass anim set
checking in crossbow materials for alex
updating female material/textures: Added more pubes, smoothed out rubbish noisy details on the face, hopefully less ugly. Fixed some normal map bake issues on the face.
tweaked glass plane in cloud city court to reflect players correctly
added dylan's explosion to unity
Cavemen now gather sticks and deposit them to an unfinished campfire autonomously.
Label all item icons with ItemIcon
More organisation
Removed missing component from Player prefab
Transform layers set in BuildingView and ItemView and ResourceView
Moved Resource scripts out of /Entity
Removed unused ownerGroup and ownerController from Building
BiomeMaterialObject now added to EntityView instead of Entity
Clothing screenshotting tools
Fixed red fuzz on player skin
Tier furnace art, models, lods, col, gibs and prefab
Store layer name in EntiySettings derived assets and set in EntityView.Setup base method
Set EntityComponent IsActive on init
Wrap de/activation of ECs in conveniece methods for readability
Consistency checks across all Entity derived types and their init routines (Unit remains an exception due to some older view creation code)
EntiyView and derived classes cleanup
Added SynchronizedClock (synchronized using ingame time seeds, no additional networking)
Synchronize ambient sting sounds across clients using SynchronizedClock (everything except SoundRandomizer)
set all standard materials in wild west env to specular setup. removed emission from shaderforge shaders that aren't self-lit, and set to deferred
Fixed some issues with ResourceView not updating skin visibility properly
Remade pine view prefabs
Added ferns decor asset
Added trackir.refresh and trackir.recenter console commands
Reduced rain probability overall
Allowed rain in the arid biome, albeit less intense than in the other biomes
Network++