30,769 Commits over 3,867 Days - 0.33cph!
Fixed missing references on server for Footstep stuff
Pie menu transition animations
Fixed "Rust/Standard Legacy Terrain" alpha clip issues
Fixed serialization bug in tool cupboard
Removed debug output
Also hude the HUD if dead or in debug camera mode
Mousewheel item selection
Hide HUD when in menus etc
Hide crosshair when not looking at an entity
Animations for crosshair, health tooltip
Tap USE to run default option, hold to open menu
Updated crosshair tooltips, stripped out old
Fixed incorrect path in bootstrapping on OSX
Added Rust.Application.installPath that returns the full path to the install directory (still feels hacky, but at least we have a central point to fix stuff in the future)
Fixed block stage, demolish state not being networker properly
Fixed player flags not saving properly
Fixed conditional models not updating when block rotated
Fixed block upgrading happening even if you can't afford it
Fixed damage overlay flickering, weirdness
Fixed block skins being deleted on level change, leading to NREs
All the stuff I should have fixed before merging but forgot
Merged construction2 into trunk
chicken model + texture done.
Fixed issues with terrain atlas in GL; might require terrain shader reimport
Merged local chat branch.
Updated ProjectVersion and ProjectSettings to b12
Deleted some stm files, which apparently are just backup stuff that shouldn't be on here
Deleted the duplicate tree prefabs since they're already outdated (and even more outdated on the tree-batching branch)
Added two more more sln files to ignore.conf (please delete those from your branch again zon)
Allow prefab preprocessors to run inside the editor
keypad, textures plus lods
Reverted some atlas terrain material parameter values
Added a few more shader LOD modes to terrain shader, from 100 to 600; one for each quality mode
Added bicubic filtered splat control samples for highest quality mode
Fixed a few older menu scene materials
Fixed temp code left in terrain shader
Added 4 levels of dev.shaderlod => 0, 100, 200 and 300 (in prev commit)
Made Tools->Update->Prefabs never fail
Updated prefabs + game manifest
Cleaned up and reorganized terrain shader code; particularly the atlas part
Removed more obsolete terrain shaders
Properly setup the rustle triggers on all bush prefabs
Changed flower clutter shader to the double-sided foliage one
Made prey animals avoid predator animals
Increased animal run speed
Fixed AI being disabled in the main procedural scene
Added refresh to the decor and grass component context menus for runtime tweaking
Fixed a few skinning issues. Updated the tshirt material to use more than just a diffuse map.
Time of Day update to 2.3.1 prerelease 5
Updated Terrain-TestLevel-Nicerblend to use new standard-based terrain shader
Fixed quit not working (stupid find & replace)
Switched all terrain shaders to future proof PBS surface shaders
Removed all intermediate standard/universal custom code and built-in overrides
adjusted the 1st person camera sway motion for a bunch of view weapon attacks
Added dev.shaderlod for future performance experiments
Moved all trees to the tree layer and all decor to the world layer
Made the error handling if Steam is not running a bit more sane in-editor
Made the editor pause if the standalone application quits
Missed some rustle colliders
Tweaked creation order of loaded entities
Don't send group < 0xf777 errors to the html console
Updating tree prefabs with their right prefab names
Protocol++
tone down the melee idle animation so it doesnt look like a 20 year old on ecstasy.. Now he looks like an 80 year old on valium..