200,668 Commits over 4,171 Days - 2.00cph!
Post-build deployment, GUID: e1ceb50b-1e75-4c43-b43d-1b796ffdb930
Moved timeout of SO subscription to TOD scaled time.
Fixed incorrect path in bootstrapping on OSX
Added Rust.Application.installPath that returns the full path to the install directory (still feels hacky, but at least we have a central point to fix stuff in the future)
- Fixed SleepHere SO overriding parent class' sky field.
- Added Debug DrawLine to the active behavior of agents, to better visualize agent and so relationships at runtime.
Possibly fixed ReflectionTypeLoadException.
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Post-build deployment, GUID: d6a4403e-d821-4031-a1cc-cdb9c403c4e7
- Fixed issue where a Location of Interest never would be properly removed from an Agent's behavior stack. A little hacky fix, so will get back to finding the root of the problem.
Fixed interpolation for Force to Position/Rotation, so that the snap is much smoother.
Finished draft of embedding tutorial.
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Documentation updated during deployment build d68ba1c2-ec29-4fed-a337-195e6bf6f51f.
Documentation updated during deployment build d68ba1c2-ec29-4fed-a337-195e6bf6f51f.
Added downloading text to embedded scene.
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Post-build deployment, GUID: d2da8c5c-08bf-4812-870b-8595da0df907
Hopefully fixed loading text.
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Tap USE to run default option, hold to open menu
Updated crosshair tooltips, stripped out old
Cleaned up Quickbrush templates, added mesh clouds, tweaked ocean shader
Post-build deployment, GUID: 2bef8564-9dd0-4a03-9dd0-556008931afd
[ultimate_soldier] Fixed crosshair vanishing after the first level.
Hide HUD when in menus etc
Hide crosshair when not looking at an entity
Animations for crosshair, health tooltip
Mousewheel item selection
Also hude the HUD if dead or in debug camera mode
Fixed serialization bug in tool cupboard
Removed debug output
Proper buildings now generated. Even though it's all simple it's looking promising. Need to generate LODS and reduce draw calls!
Updated StandardWorld lighting code to match unity standard in b13 (specular workflow); same except using world-space normal
Updated all Before/Standard (weathered) shaders to b13
Updated terrain blend extension to match b13 changes
Fixed "Rust/Standard Legacy Terrain" alpha clip issues
Pie menu transition animations
Fixed missing references on server for Footstep stuff
Bear, sabertooth, human female, male anims
- SleepHere, SitOnMe, GroupController fixes.
- New HumanFemaleController and anims for working actions.
- Fixed Sabertooth assets
Server: delete dropped items after x seconds (temporary lag fix)
Re-added player name tags
Disabled PVP looting (until we have some other stuff in place)
created LODs for chicken.
rigged up the chicken for animation.
Don't hide tree entities in heirachy, it helps nothing
Fixed rocks using wrong shader
Fixed procedural map not generating properly in editor
Tweaking physics variables for dedicated server
Few small generation changes.
- Added Agent and Unit components to all Unit prefabs
- Added Timeout to LOI SO prefab
- Added weather switch (prev, next, reset on numpad keys 7,8,9 respectively) to WeatherController
- Tweaked mats after b13 made shit all shiny.
- Added "SetFinishedOnAwake" bool to Building class
- Fixed PlayerController debug cam toggle not working properly (player would remain disabled)
- Fixed MouseLook toggle on debug cam not working (space toggles)
- Added useSmartObjects toggle to NavAgentMoveRandom
Fixed skinning on clothing_tutu
Human Prefab fix and an extra check in NavAgentMoveRandom
added footstep events to the crouchwalk