243,678 Commits over 3,898 Days - 2.60cph!
Server timeout tweaks
Fixed compile error
Increased AIDanger intensity.
Added removemoderator
Added removeowner
AIDanger intensity can no longer be higher than AIObstacle intensity.
ban.banid commands now respond with confirmation + information if already banned
Added unbanid <steamid>
Tweaked network lerp
Fixed ForcePositionTo not having the intended effect
NPCSteering no longer ignores obstacles approached from above or below.
Added parallax to atlas terrain shader highest quality mode
Added "Apply" button to TerrainSplatMapInspector; will write currently assigned spat/control maps into terrain's alphamaps (meant for import & edit)
Got legacy terrain shader (8 splat), and procedural terrain shaders, ready for real-time editing avoiding addpass
Switched TestLevel to atlas-based legacy terrain shader (8 splat); added TerrainPaint scripts for real-time editing
Swizzled TestLevel splat/control maps to match procedural (aka standard) atlas ordering
Replaced the barely noticeable splats thumbs with icons to terrain edit inspector; for quicker splat identification and selection (may be customized by the artists)
Pushed my terrain code into andre's closet (just a couple files)
Updated Lidgren to latest
Tweaked variables
fixed bug with tap strafing causing massive amount of footsteps being spawned.
sadly reverted change to tool cupboards, they now block building again ( until we're ready for this change )
Waypoint.CreateRandom now tries to pick using TerrainFilter and falls back to an unfiltered point.
Fixed bug in OnEnteredVisibility
Missing files for new sound system?
UI tweaks, GameOptions skeleton suff
test change with tool cupboards, they no longer block building ( but are required for demolish, rotate etc)
Started working on implementing a transformation stack.
Stripping out coui
Added VariableRefrence
AISense debug gizmos now show overlapshere casts.
Sprites now use `Vector2f` for positions rather than `Vector2i`.
Prefixed native calls to prevent accidental usage in the future
finished floating_city court textures, combined all meshes
Fixed NWVars and GlobalVars default value not working
[racer] Now using the new global transformation system to implement a moving camera.
Fixed a few bugs with the new global transformation system.
adjusted drop rates of barrels/crates to be less generous
radtowns will no longer be chock full of stuff upon server load
Fixed me calling native simplex noise methods in the managed composite noise methods like an idiot
Fixed `TransformElementHeader.Scale` not being set.
Added `Graphics.Translation` and `Graphics.Offset`.
Replaced SceneAsset with AssetStorage (Rust backport)
Rebuilt maps in island-0001
Made terrain map bakes store PNGs instead of Unity assets
OnEnteredVisibility bug (bill)
Network CreateEntity bug
char03TENN15 wip mesh textures and sculpt.
Documentation updated during deployment build a9171e3a-681b-4646-a4a4-a014cab16313.
Documentation updated during deployment build a9171e3a-681b-4646-a4a4-a014cab16313.
Started documenting the `ResourceLibrary` wrappers, resources now unambiguously are located with single strings rather than an array of path segments.
Protocol++ (network + save)
Merge from bushes-everywhere
Fixed random scale not being applied to tree meshes that spawn directly into terrain batching (without prior placeholder)
Fixed random scale not being applied to tree meshes that spawn via network
Increased the random scale range on all bushes