30,775 Commits over 3,867 Days - 0.33cph!
Reapplied per-pixel fog patch to water shader
Removed shadow-only material and shader
Added shadowOnly toggle to SkinnedMultiMesh
Updated scripts to use Renderer.shadowCastingMode instead of Renderer.castShadows
Removed Standard Assets/Particles
Fixed fog shader on windows
Tweaked entity network rates
Fixed logic error in DamageTypes
Removed Third Party/FogVolume
Fixed pvt loading wrong tiles at preload
Updated to latest RustNative
Updated to latest UnityVS
Set the ingame date and time to the real-life value on startup
Time of Day update to 2.3.4
Water update to latest version
Updated builder to use b18
Fixed error in TerrainPath
Added SpanningTree (calculates minimum spanning tree)
Made TerrainPath calculate and use the minimum spanning tree of the path network
Changed TerrainPath to run pathfinding in the apply step instead of the add step
Changed TerrainGenerator to place infrastructure after heightmap post processing
Small pvt cache tweak to avoid hogging all the vram on largest maps
Subtracted the animals merge.
Merged hunting changes from animals branch.
Fixed minor bug in PathFinder
Added PathFinder namespace (contains standalone pathfinding classes)
Added TerrainPath terrain extension (handles terrain-only pathfinding, used for infrastructure)
Added TerrainPathConnect terrain modifier (connects object to infrastructure)
3rd person animations for the 2handed spear hold.
Fix for incorrect terrain overlays affecting mostly the path splat
Moar parallax in pvt mode
Updated with native modules from build server
Fixed some warnings in server path
Fixed bug in amplify motion not using native code; should be faster now
Fixed pvt parallax mapping; wasn't working before
Tweaked pvt init order to avoid undefined/black data when swapping from/to non-pvt
Changed way pvt blends into base pyramid; now a bit sharper at mid-distance
Increased pvt prepass resolution for sharper pages; doubled pvt cache size in fantastic and beautiful quality modes
Updated native libs with latest changes
Made the work queue class generic
Fixed stability system huge freezes
Warn if loading an entity takes too long
Attempt to fix "NetException: This message has already been sent!"
Fixed assertion weirdness on server startup
Fixed Lerp not lerping when far away
finished the view model anims for the 2handed spear.
sounds and prefabs commited as well
Better behaviour for disabled entities
When loading a HeldEntity, reset the owner
Bunch of clientside profiling
Quick and dirty scale tweaking on the lighthouse. Not final.
added 1sr set of material examples to the shader test scene.
Refactored terrain modifier system
Added terrain height modifier
Fixed missing damagetype on pickaxe + balance
Stairs block, both for foundation steps and slanted half block - Behold the stairy rooftops!!
Switched networking to use times instead of ticks
Added server.fakelag
Added sever.fakeloss
Made lerping more sophisticated
Fixed RemoteLog serialization
Protocol++
Fixed ddraw.boxes all being white
null entity check in SaveAll (something weird is happening)
fixed a gap in floor piece
Fix click in pickaxe strike sound
tweaked the amount of shaking when firearms are shot.
changed the firearm mecanim state machines so they use the new ADS animations for firing / idle
made a change to ironsights script that would set a variable in the view model's mecanim state machine specifying whether the gun was in ADS mode or not.
added new firing animations for weapons that have aiming down the sight
Pickaxe sounds, first pass