128,701 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                Network messages for trace attack and effects
Server, handle messages being sent when server shutting down
Server muted connection - for prediction culling
Networked effects
Item Container/Items can now get their player owner
Melee attack now sent to server (does nothing yet)
Split HitTest from HitInfo
Made FindClientsideEntity shared, renamed to Find
Added Attack class
Added Effects class
Added ServerEffects class
                
                
                
                
             
         
        
            
            
            
                
                Added TakeDamage item module
Made campfire/wooden box destroyable
                
                
                
                
             
         
        
            
            
            
                
                Smashed up shit now drops contents
                
                
                
                
             
         
        
            
            
            
                
                resource harvesting basics
map-included entity spawning should work
                
                
                
                
             
         
        
            
            
            
                
                Initial commit of the whole terrain mesh blending thing, just in case my PC catches on fire
Nothing you see here is finished, the basics work though
                
                
                
                
             
         
        
        
            
            
            
                
                Added new layers
Added GameTrace - which is like the normal physics ray trace, but also asks hit objects to test themselves (this allows us to have sub-collision schemes, like hitboxes)
Removed Attack class 
HitInfo now stores Transform bones 
Added Blood effect
Added player collision
Added Hit Sphere collision scheme (testing feasibility)
Added collision_setup prefab - this allows us to have a central place to set up collision masks in game instead of code
Added MathLibrary - which might be overkill because I'm only using one function, although if it means we don't have to write our own.. all the better.
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                -new bolt rifle / tweaked some animations for the hatchet / stone hatchet
                
                
                
                
             
         
        
            
            
            
                
                moved the bear .fbx files to rust reboot
                
                
                
                
             
         
        
            
            
            
                
                Metabolism now syncs properly
Added vitals on hud (placeholder)
Added TriggerBase, TriggerHurt (testing)
Serverside player colliders
                
                
                
                
             
         
        
        
            
            
            
                
                Health UI
More specific layers
More CollisionSettings.*
Fixed Axe viewmodel not showing up
                
                
                
                
             
         
        
        
            
            
            
                
                Log server exceptions properly
                
                
                
                
             
         
        
            
            
            
                
                Refactoring to decouple BaseEntity from Networking a bit more obviously
                
                
                
                
             
         
        
            
            
            
                
                Split Destroy into Client/Server functions for clarity
Added save list
                
                
                
                
             
         
        
        
        
            
            
            
                
                Added simple Saving/Loading
If a player object exists, player will spawn into it
Player doesn't get removed when player leaves server
Player gets destroyed when killed and no connection
Moved localplayer under clientside
ServerMgr now calls Init itself, instead of using Start (which can be delayed by a frame)
Added server.saveinterval
Added server.identity
                
                
                
                
             
         
        
            
            
            
                
                Class for all the thread safe terrain math I had to implement
Hopefully all of this will be part of the Unity terrain system one day
                
                
                
                
             
         
        
            
            
            
                
                Fixed loading saves in singleplayer
                
                
                
                
             
         
        
            
            
            
                
                Made everything use the new terrain math class
Parallelized the normal map generation of terrain blend
Fixed that the terrain blend initialization would run twice
Reordered the terrain data instance setup of the procedural terrain generation since it's slightly faster that way
                
                
                
                
             
         
        
            
            
            
                
                Fixed error in Trigger hurt, when objects get removed while triggering
                
                
                
                
             
         
        
            
            
            
                
                Player animation optimizations
 - only animate when visible
 - only set position when changing position
                
                
                
                
             
         
        
            
            
            
                
                Player state
Sleep animation rules
                
                
                
                
             
         
        
        
            
            
            
                
                Compile the clients to RustClient
                
                
                
                
             
         
        
        
            
            
            
                
                Copy EAC files over on build
                
                
                
                
             
         
        
            
            
            
                
                Oops, left in some debug, fixed
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                added rock viewmodel, clips, & anim controller
                
                
                
                
             
         
        
        
            
            
            
                
                updated viewmodel scene with rock anim
                
                
                
                
             
         
        
            
            
            
                
                Mesh blend shader cleanup
                
                
                
                
             
         
        
            
            
            
                
                Added spawnpoints (temporary)
Made Sleeping player movement better
Added crafting logic
Added crafting UI
Added player respawning after death
Fixed player feet offset stupidness
Fixed network group not reconfiguring when spawning into sleeper
Fixed position smoothing being fucked in low fps
Undone fall logic
                
                
                
                
             
         
        
            
            
            
                
                Fixed splat UV calculations
                
                
                
                
             
         
        
            
            
            
                
                Mesh blend shader tweaks and fixes
                
                
                
                
             
         
        
            
            
            
                
                Moved all benchmarking to TerrainGenerator
Added BENCHMARK ifdefs to TerrainGenerator
Multiple tweaks and fixes for TerrainBlend
Added TerrainBlend setup to TerrainGenerator to reuse the splatmap and heightmap arrays
Added SpawnHandler setup to TerrainGenerator to reuse the splatmap array
                
                
                
                
             
         
        
            
            
            
                
                -last of the prone animations;
                
                
                
                
             
         
        
            
            
            
                
                Fixed mesh blend shader terrain texture "boiling" if far away from the coordinate origin
Major texture mapping quality improvements
                
                
                
                
             
         
        
        
            
            
            
                
                TerrainUV frac call is no longer needed, so let's save those instructions
                
                
                
                
             
         
        
            
            
            
                
                Time of Day update to 2.0.7