30,783 Commits over 3,867 Days - 0.33cph!
got rid of clovers
adjusted flower lods
Fix stag footstep sound references
Turned shadow casting off on clutter flowers/clovers
BuildingBlock / Signage need to start disabled
Made low-quality LOD of roofs disappear again when getting close (temp fix)
Removed trigger-based nearby entity detection from camera
Made conditional building black spawning use the LOD grid (now also affected by object quality slider)
Made sign texture requesting use the LOD grid
Don't strip all scripts that implement ILOD from servers (implement IClientComponents if desired)
Ladder placement orientation
Lets treat prefab/asset/unity files as binary - because merging them should never happen
Ladder trigger
Ladder movement
PlayerMovement dev scene
Serverside held entities properly hidden in editor
Skipping FixAtlasMipLevels in D3D11; UpdateExternalTexture bug was disabling bilinear filtering permanently
Deleted some SE plugin inspector terribleness
Don't force-initialize LOD grid when refreshed
Added object quality slider to F2 menu
Mushrooms no longer collide with player movement
Removed deprecated inspector variable from spawn population
Keep track of spawned densities in spawn handler
Prevent any densities higher than 2 * population target density
Converted hand placed Hapis Island rocks to LOD grid
Updated shader variants
Added Powerline pole LOD
Fixed littery sleepers
fuck! forgot to check in some shit.. fuckity fuck the horse i rode in on..
fixed the weird Super Mario Bros foot sliding of the player when he came to a stop. The player's feet now stop much quicker.
Added multi-directional jumping animations.
fixed bug where if you walked closer to an animal for the first ttime, it would appear to be running in place like it's ass was on fire.
lowered the playback rate for some of the player animations as some people have commented that the player runs like he's on crack
Added some clothing world models
Fixed skinning issues on jacket_mid. Updated LOD3 on snow_jacket to be lower poly count. Added "_new" prefabs for snow and mid jackets to address skinning issues with old prefabs.
Make new animal footsteps more distinct
Fix for rust blend layer spec shader
Added uv scroll to rust standard and blendlayer shaders
Added metallic path to relevant standard layers
Added metallic version of rust standard shader
Updated SpeedTree shaders to 5.1.0f1
Updating error logger urls for 5.1
fixed some minor issues with the 3rd person pistol animations;
added a jumping animation for when the player is running backwards and does a jump
Added integer versions of Vector2 and Vector3
Added WorldSpaceGrid (generic grid data structure)
Hide IP addresses in statis command if not an admin/moderator
Bunch of PVT related fixes for D3D11
Fixed base pyramid in D3D11; also affected low quality non-PVT modes
Restored splat atlas textures to 8k; shaders are expecting 2k splats
Updated native builds
Improving player rendering/cycle performance (particularly sleeping players)
Don't refresh servers if playing non menu map in editor
Adding quarry animations, updated the prefab
Fixed various potential issues related to resource-to-population linking
Fixed SpawnHandler refresh context menu (in-editor runtime refresh)
Updating variants
Fixed warnings
Profiling loadtimes
env.time without args will return the time
Setting increased Profiler.maxNumberOfSamplesPerFrame
Replace missing materials in all prefabs (prevents crash in 5.1 editor)
Custom speedtree shader for for 5.1
tweaked the deer running animation