201,115 Commits over 4,171 Days - 2.01cph!
-new bolt rifle / tweaked some animations for the hatchet / stone hatchet
-removing the fbx files for the weapon models from Rust ARt
source files for bolt rifle / hatchet / stone hatchet
moved the bear .fbx files to rust reboot
-removed the .fbx files for the bear / stag / boar. checked in the source files for the bear / stag / boar
Metabolism now syncs properly
Added vitals on hud (placeholder)
Added TriggerBase, TriggerHurt (testing)
Serverside player colliders
Health UI
More specific layers
More CollisionSettings.*
Fixed Axe viewmodel not showing up
Log server exceptions properly
Refactoring to decouple BaseEntity from Networking a bit more obviously
Split Destroy into Client/Server functions for clarity
Added save list
Added simple Saving/Loading
If a player object exists, player will spawn into it
Player doesn't get removed when player leaves server
Player gets destroyed when killed and no connection
Moved localplayer under clientside
ServerMgr now calls Init itself, instead of using Start (which can be delayed by a frame)
Added server.saveinterval
Added server.identity
LODs done for the cans of beans.
Class for all the thread safe terrain math I had to implement
Hopefully all of this will be part of the Unity terrain system one day
Fixed loading saves in singleplayer
Made everything use the new terrain math class
Parallelized the normal map generation of terrain blend
Fixed that the terrain blend initialization would run twice
Reordered the terrain data instance setup of the procedural terrain generation since it's slightly faster that way
Fixed error in Trigger hurt, when objects get removed while triggering
Player animation optimizations
- only animate when visible
- only set position when changing position
Player state
Sleep animation rules
Compile the clients to RustClient
Copy EAC files over on build
Oops, left in some debug, fixed
Campfire checkin with LODs.
added rock folder & textures ( mesh contained within viewmodel anim)
added rock viewmodel, clips, & anim controller
updated viewmodel scene with rock anim
Mesh blend shader cleanup
Woodpile meshes with LODs.
Added spawnpoints (temporary)
Made Sleeping player movement better
Added crafting logic
Added crafting UI
Added player respawning after death
Fixed player feet offset stupidness
Fixed network group not reconfiguring when spawning into sleeper
Fixed position smoothing being fucked in low fps
Undone fall logic
Fixed splat UV calculations
Mesh blend shader tweaks and fixes
added initial bow viewmodel setup file
Moved all benchmarking to TerrainGenerator
Added BENCHMARK ifdefs to TerrainGenerator
Multiple tweaks and fixes for TerrainBlend
Added TerrainBlend setup to TerrainGenerator to reuse the splatmap and heightmap arrays
Added SpawnHandler setup to TerrainGenerator to reuse the splatmap array
-last of the prone animations;