242,986 Commits over 3,867 Days - 2.62cph!
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.
Screen reflectors now update continuously.
Re-implemented screen reflections.
fixed shotguns bouncing everyones view
Reverted the last waves_near change
Added `Depth` and `Curvature` options to the CRT renderer.
Re-implemented smoothing.
Merge branch 'master' into crttest
Basic implementation of raytraced CRT screen curve.
Tweaked rocks to behave a bit better with lod bias 1 instead of 2.
Tweaked DDraw/ConsoleSystem
Moved a water slider without Andre noticing.
Quickfixed superspec on a bunch of clothing.
Fixed a regression that tree prototypes wouldn't get set up the second time you join a server
Removed some cancer from the menu scene.
Activated deferred shader override to support specular occlusion
Modified all Standard terrain shaders to new lighting model StandardRust
Added occlusion to terrain shader from composite normal map; used for ambient and light specular term
Settled on specular color instead of specularity
Improved ultra low quality level-of-detail for non-pvt path; now closer to textured version
Legacy parallax view vector on all terrain shaders; only affects pvt and legacy
Updated NormalMapProcessor to include occlusion; updated normal+height_generated to match placeholder occlusions
Updated atlas generator to include occlusion; generated new atlas texture
Added shader includes for StandardRust lighting model to add support for specular occlusion
Added deferred shader override with specular occlusion modifications (not active yet)
Added placeholder occlusion maps
first person hand2hand combat animations