33,402 Commits over 4,140 Days - 0.34cph!
-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
Added terrain tangent equation
Fixed normal mapping
Optimized fade value calculation
Added blend offset parameter
Switching to different protobuf library (test)
Network messaging evolving to reduce gc, increase flexibility
Added item module, wearable
Added red jacket
Added clothes textures
Wearables now get networked to other players
Can add stuff to wearables section of HUD
Should rebuild model on clothes swap
Added debug third person mode (F3)
Use spawn handler spawn points in levels that allow it
Don't re-load the HUD when running the HUD level through GameSetup
Added player preview to the inventory menu
Added CameraEx (modifys the ambient light rendering for camera)
Added SingletonComponent MonoBehaviour base
Improved singleton base class
Made the spawn handler use the new singleton base class