33,286 Commits over 4,109 Days - 0.34cph!
Fixed DS compiling
Added a rigidbody to animals (testing a theory)
Put building rendering on their own layer (for profiling)
Optimized player update and added profiling (average saving 4ms a frame depending on server conditions)
Increased max timestep (testing a theory)
Fixed campfire looking like metal
code adjustment - load/save server only
Fixed block damage overlay performance
Fixed block damage overlay z-fighting
Fixed block health bar not reaching to the end
Tweaked the placement guide to not z fight so much
Lighthouse monument check in, lots of files...this might break something/everything =/ so sorry early on.
Small lighthouse fbx fix.
Removed colliders from animal skins (animal root object should handle collision)
Server performance enhancements
Added gamemanifest check in SelfCheck
Physics layer adjustments for less client and server lag
Lighthouse fixing, scale and uv issues still to fix.
Fixed my scale issue, it was my error from this morning. Pivot error was throwing the scale out ingame =/.
Added DisableMaterialImport asset processor
Organized the monument assets in a somewhat future-proof fashion
sandstorm textures / sounds / script / prefab
Updated RustNative information (we probably need to review this info for all dll/so/dylib)
added particle system for various leaves blowing.
added smoke puff to several of the footsteps.
Fiddling with dll meta files again
Getting rid of 32bit so files we don't use
Lets disable 32bit libraries completely in the editor
Alright fuck you unity. Not including any 32 bit libraries, going to copy them over manually instead.
Subtracting from the subtractive satellite dish commit
Queue and spread conditional model updates
Removing broken things
Restoring compatibility with the current server version
Copy win32 dlls over on build
Tweaked graphics settings, shader preload
Misc performance/profiling tweaks
Don't make all server builds development builds (!)
Progress when loading a save on server
Fixed players not being able to walk through doors
Fixed a bunch of substance textures that had reverted to legacy shaders
Added developer list (to allow things like joining servers without EAC, debugging)
clperf console command
loot crate optimization and fix.
Clearing m_PreloadedShaders because it crashes Unity on the build server
Completely disabling water reflection (big perf issues)
Undoing changeset that turned everything into empty files - gj @plasticscm
Re-applying changes - hopefully for real this time.
Added models, textures, and prefabs for human and chicken meat
Fixed NRE in ConstructionRenderer.UpdateMaterial
Fixed save load spam
Don't kick for different manifest, but print a warning in the console so everyone is aware that the versions are different
Fixing players not being able to walk through open doors
More server profiling
Changed how AI ticks to better ration timings
Lighthouse checkin of the new rocks, I hope these are abit better =/
Sorry I forgot the prefab scenes.
More fucking about with prefabs, should be solid now...I hope.
Thompson shader should be the right one now.
Fixed client not being able to interact with doors
rabbit rigged and skin material set up.
Store the constructionCollision in the buildingblock prefab
Brought PVT back to Windows build only with tons of changes and performance improvements; disabled by default; needs cleanup after testing (wip)
Fixed shader specular issues across the board