199,196 Commits over 4,140 Days - 2.00cph!
Changes from generate.bat as requested by Andre
Made changes to the player shit.
Unstable blocks fall
Show block stability tooltip
Merging structural integrity experiment into main
Strip TreeMesh from server builds
Added settings for BiomeArid, FoliageAridTrees. inalnd_arid_1 ready for gameplay. Stopped WeatherControlls being init-ed by default (context menu on WeatherManager)
Added server.worldsize (allowed to be between 2000 and 8000 for now, defaults to 8000)
Removed ProceduralSmall level (use server.worldsize)
Made LightLOD client-only
Navmesh for inland_arid_1
Remote logging now uses production logging server.
Tweaked wall sockets so you can place walls next to a block/stairs
Cleaned up some of our filthy art folders
Fixed various missing / broken materials
Deleted UniversalMarmoset as it's broken (plus, I think the b13 shaders are supposed to look more like marmoset anyhow?)
Deleted empty folders, outdated prefabs, etc.
Fix toggle not working on debug cam
Pine intersection fix, and height diversity.
chicken running / attack animations; Twerked the chicken walk animations a bit.
RustBuilder.exe - for the build server. Builds in paralell, catches Unity crashes and automatically retries.
Created base metabolism class.
Naaaants een-vwen-yaaaaaaa ma-ba-gee-chi-ba-va
(See-tee-hoummmm gwen-ya-maaaaa)
Strip LightLOD from server builds
Client - disconnect if exception in networking
Protocol++
Animals now have metabolism.
Removed unnecessary normal map flags from all ST mats.
https://www.youtube.com/watch?v=v09H0A9q1mA
[platformer] player checks for being crushed
[platformer] improved crush detection
Removed meta file for deleted DLL.
Fixed compilation error messages not appearing when loading a game via command line.
Fixed UVs on a bunch of placeholder building component meshes
Games are now maximally scaled again.
Merge branch 'master' of github.com:Facepunch/arcade
Fixed UVs on a bunch of placeholder building component meshes
Fixed a bunch of pink materials
RemoteLog - moved to server prefab (gamesetup is only for the editor)
Improved error reporting when loading or updating a game.
Entity now implements IEnumerable<Sprite> so that collection initializers can be used, and ensured that sprites are ordered correctly.
Stability points on all non grounded blocks
Added some missing documentation for the Entity class.
Added Grab Terrain Normal toggle to terrainBlendObj; enabled by default
Pines now all use same mats
Fixed rendering and updating order in games.
Saved ~70 ALU in terrain shader highest quality mode
Savannah trees all use the same mats
Pines ACTUALLY all use the same mats
Classes extending Stage don't need to implement a constructor accepting a Game instance any more.