248,679 Commits over 3,928 Days - 2.64cph!
RustBuilder.exe - for the build server. Builds in paralell, catches Unity crashes and automatically retries.
chicken running / attack animations; Twerked the chicken walk animations a bit.
Pine intersection fix, and height diversity.
Fix toggle not working on debug cam
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Deleted empty folders, outdated prefabs, etc.
Tweaked wall sockets so you can place walls next to a block/stairs
Remote logging now uses production logging server.
Navmesh for inland_arid_1
Made LightLOD client-only
Added server.worldsize (allowed to be between 2000 and 8000 for now, defaults to 8000)
Removed ProceduralSmall level (use server.worldsize)
Added settings for BiomeArid, FoliageAridTrees. inalnd_arid_1 ready for gameplay. Stopped WeatherControlls being init-ed by default (context menu on WeatherManager)
Strip TreeMesh from server builds
Merging structural integrity experiment into main
Unstable blocks fall
Show block stability tooltip
Made changes to the player shit.
Changes from generate.bat as requested by Andre
Added levelSize to Messaages.Approval
added janky platforming base
New single and bare savannah trees. New bare tall pines. New berry bushes. Tweaked wind motion on all trees and bushes.
fixed a few more cases of the footsteps being played multiple times.
fixed the bug with the crouch --> run transition creating multiple footstep sounds/effects.
fixed a bug with the 3rd person melee animation blend going from stand --> run.
Player metabolism is now sampled and remotely logged.
Added toggle to always refresh grass patches, no matter if they moved or not (for editor tweaking)
Increased shadow bias as far as possible without disconnecting it from walls at sunrise and sunset
some chicken anims for walking / eating.
Added LightLOD component to lanterns, campfires and furnaces
Fixed lantern and cupboard being pink on b13
Added duplicate of island 1 for focused work on deer scene
Added GroupAgentsSPeedModifier helper to minipulate agent speed when running
Added some felled pine meshes
Made instantiating smart object behaviors slightly more robust.
Working out a better way to build.
Changed terrain edge falloff distance to absolute world units to get rid of super steep terrain edges with smaller terrain sizes
Added the cliff texture to underwater splat mapping
Enabled terrain map post-processing
Tweaked some decor densities that have been somewhat off due to the weekend changes
Disabled terrain generation threading in-editor again (still seems to be unstable from time to time)
Protocol++ (network + save)
- Updated FoliageGroup ScriptableObject with bools for tinting different materials by name template (leave/frond/branch). Removed evergreen option (leave all tints unchecked).
- Disabled folage HueVarition tinting in BiomeManager
- Made Biome.Seasons list public since it refused to save.
Fixed DDraw not drawing colours
Block pinning experiment
Made Parallel.For work properly with non-power-of-two index ranges
Re-enabled threading in-editor (update to b13 if you want to run the terrain generator)
Post-build deployment, GUID: c8ef37ff-4446-4332-a2f6-d4962f4d043e
Merge branch 'deploy' of ssh://github.com/Facepunch/arcade
Vector2f.Normalized will now return a zero vector if the length of the original vector is too small for a non-NaN result.
Removed colliders from rock prefabs, tweaked bird flock script, prefab tweaks
emmisive open and closed textures